File: ase_export_blend.py

package info (click to toggle)
darkradiant 3.9.0-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 41,080 kB
  • sloc: cpp: 264,743; ansic: 10,659; python: 1,852; xml: 1,650; sh: 92; makefile: 21
file content (488 lines) | stat: -rw-r--r-- 18,148 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
# ***** 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****

#TODO:

# Set the command name so that DarkRadiant recognises this file
__commandName__ = 'aseExportBlend'
__commandDisplayName__ = 'Export blended ASE...'

# The actual algorithm called by DarkRadiant is contained in the execute() function
def execute():
    script = "Dark Radiant ASCII Scene Export (*.ase)"
    author = "Richard Bartlett, some additions by greebo and tels"
    version = "0.71"

    import darkradiant as dr

    # Check if we have a valid selection
    #import time
    selectionInfo = GlobalSelectionSystem.getSelectionInfo()

    # Don't allow empty selections or selected components only
    if selectionInfo.totalCount == 0 or selectionInfo.totalCount == selectionInfo.componentCount:
        errMsg = GlobalDialogManager.createMessageBox('No selection', 'Nothing selected, cannot run exporter.', dr.Dialog.ERROR)
        errMsg.run()
        return

    shaderlist = []
    geomlist = []
    blendlist = []
    xcenter = 0
    ycenter = 0
    zcenter = 0

    def randfloat(a,b):
        c=time.clock()
        return a+(b-a)*((c*1000000)%1)


    # used for getting the blend height

    def getBlendHeight(x,p,size):
        min = 0
        max = 0
        for i in range(size-1):
            y = x[i]
            y[2] 
            if y[2]<min:
                min=y[2]
            if y[2]>max:
                max=y[2]
        return max*float(p)+min*(1-float(p))

    # method checking whether a point is inside an aabb

    def isInside(x,ab):
        origin = ab.origin
        ext = ab.extents
        
        min = origin - ext
        max = origin + ext
        


        if (x[0]<min.x()-xcenter):
            return 0
        if (x[0]>max.x()-xcenter):
            return 0
        if (x[1]<min.y()-ycenter):
            return 0
        if (x[1]>max.y()-ycenter):
            return 0
        if (x[2]<min.z()-zcenter):
            return 0
        if (x[2]>max.z()-zcenter):
            return 0
        return 1

    # which texture to choose

    def getColor(x):
        for bl in blendlist:
            if (isInside(x,bl)):
                return 1
        return 0

    # simple linear triangulation of n-sided poly

    def triangulate(pointset):
        tris = []
        for count in range(1, len(pointset) - 1):
            tris.append([pointset[0], pointset[count], pointset[count + 1]])
        return tris

    # skin patch matrix with tris

    def skinmatrix(pointset, width, height):
        tris = []
        for h in range(height-1):
            for w in range(width-1):
                tris.append([pointset[w+(h*width)], pointset[w+1+(h*width)], pointset[w+width+(h*width)]])
                tris.append([pointset[w+1+(h*width)], pointset[w+1+width+(h*width)], pointset[w+width+(h*width)]])
        return tris

    # Obsttorte: Method to get the AABB of this Brush
    def processBlendBrush(brushnode):
        #ab = AABB(brushnode)
        origin = brushnode.getFace(0).getWinding()[0].vertex
        ab = dr.AABB(origin,origin-origin)
        numfaces = brushnode.getNumFaces()
        for index in range(numfaces):
            facenode = brushnode.getFace(index)
            winding = facenode.getWinding()
            for x in winding:
                ab.includePoint(x.vertex)
        #print(ab.getRadius())
        blendlist.append(ab)

    def processBrush(brushnode):
        verts = []
        faces = []

        # Obsttorte: if blend, process seperately
        if (brushnode.hasShader('textures/common/blend')):
            processBlendBrush(brushnode)
            return

        numfaces = brushnode.getNumFaces()
        for index in range(numfaces):
            facenode = brushnode.getFace(index)
            shader = facenode.getShader()

            # Tels: skip if caulk and no caulk should be exported
            if (shader == 'textures/common/caulk') and (int(GlobalRegistry.get('user/scripts/aseExport/exportcaulk'))) == 0:
                continue

            if not shader in shaderlist:
                shaderlist.append(shader)
            winding = facenode.getWinding()
            tris = triangulate([x+len(verts) for x in range(len(winding))])
            for x in tris:
                x.append(shaderlist.index(shader))
                faces.append(x)
            for x in reversed(winding):
                verts.append([x.vertex.x(), x.vertex.y(), x.vertex.z(), x.texcoord.x(), x.texcoord.y() * -1, x.normal.x(), x.normal.y(), x.normal.z()])

        geomlist.append([verts, faces])
        return

    def processPatch(patchnode):
        verts = []
        faces = []

        shader = patchnode.getShader()

        # Tels: skip if caulk and no caulk should be exported
        if shader == 'textures/common/caulk' and int(GlobalRegistry.get('user/scripts/aseExport/exportcaulk')) == 0:
            return

        if not shader in shaderlist:
            shaderlist.append(shader)
        mesh = patchnode.getTesselatedPatchMesh()
        for x in mesh.vertices:
            verts.append([x.vertex.x(), x.vertex.y(), x.vertex.z(), x.texcoord.x(), x.texcoord.y() * -1, x.normal.x(), x.normal.y(), x.normal.z()])
        tris = skinmatrix([x for x in range(len(verts))], mesh.width, mesh.height)
        for x in tris:
            x.append(shaderlist.index(shader))
            faces.append(x)

        geomlist.append([verts, faces])
        return

    # Branch on primitive nodes
    def processPrimitive(scenenode):
        if scenenode.isBrush():
            processBrush(scenenode.getBrush())
        elif scenenode.isPatch():
            processPatch(scenenode.getPatch())
        return

    # Traversor class to visit child primitives of entities
    class nodeVisitor(dr.SceneNodeVisitor):
        def pre(self, scenenode):
            # Brush?
            if scenenode.isBrush():
                processBrush(scenenode.getBrush())
            # Patch?
            elif scenenode.isPatch():
                processPatch(scenenode.getPatch())

            # Traverse all child nodes, regardless of type
            return 1

    class dataCollector(dr.SelectionVisitor):
        def visit(self, scenenode):

            if scenenode.isBrush() or scenenode.isPatch():
                processPrimitive(scenenode)
            elif scenenode.isEntity():
                # greebo: Found an entity, this could be a func_static or similar
                # Traverse children of this entity using a new walker
                nodewalker = nodeVisitor()
                scenenode.traverse(nodewalker)
            else:
                print('WARNING: unsupported node type selected. Skipping: ' + scenenode.getNodeType())

    # Dialog
    dialog = GlobalDialogManager.createDialog(script + 'v' + version)

    # Add an entry box and remember the handle
    fileHandle = dialog.addEntryBox("Filename:")
    dialog.setElementValue(fileHandle, GlobalRegistry.get('user/scripts/aseExport/recentFilename'))

    # Add an entry box and remember the handle
    pathHandle = dialog.addPathEntry("Save path:", True)
    dialog.setElementValue(pathHandle, GlobalRegistry.get('user/scripts/aseExport/recentPath'))

    # Add a checkbox
    centerObjectsHandle = dialog.addCheckbox("Center objects at 0,0,0 origin")
    dialog.setElementValue(centerObjectsHandle, GlobalRegistry.get('user/scripts/aseExport/centerObjects'))

    # Add another checkbox
    exportCaulkHandle = dialog.addCheckbox("Export caulked faces")
    dialog.setElementValue(exportCaulkHandle, GlobalRegistry.get('user/scripts/aseExport/exportcaulk'))
    # Add a Spin Button for blending and one for random height
    #blendHeightHandle = dialog.addSpinButton("Level of blending in percent",0,1,0.05,2)
    #blendRandomnessHandle = dialog.addSpinButton("Randomness",0,1,0.05,2)
    if dialog.run() == dr.Dialog.OK:
        fullpath = dialog.getElementValue(pathHandle) + '/' + dialog.getElementValue(fileHandle)
        if not fullpath.endswith('.ase'):
            fullpath = fullpath + '.ase'

        # Save the path for later use
        GlobalRegistry.set('user/scripts/aseExport/recentFilename', dialog.getElementValue(fileHandle))
        GlobalRegistry.set('user/scripts/aseExport/recentPath', dialog.getElementValue(pathHandle))
        GlobalRegistry.set('user/scripts/aseExport/centerObjects', dialog.getElementValue(centerObjectsHandle))
        GlobalRegistry.set('user/scripts/aseExport/exportcaulk', dialog.getElementValue(exportCaulkHandle))

        try:
            file = open(fullpath, 'r')
            file.close()
            prompt = GlobalDialogManager.createMessageBox('Warning', 'The file ' + fullpath + ' already exists. Do you wish to overwrite it?', dr.Dialog.ASK)
            if prompt.run() == dr.Dialog.YES:
                overwrite = True
            else:
                overwrite = False
        except IOError:
            overwrite = True

        if overwrite:

            # Tels: Only collect the data if we are going to export it
            walker = dataCollector()
            GlobalSelectionSystem.foreachSelected(walker)

            # greebo: Check if we should center objects at the 0,0,0 origin
            if int(dialog.getElementValue(centerObjectsHandle)) == 1:
                #center objects at 0,0,0
                xlist = []
                ylist = []
                zlist = []
                for item in geomlist:
                    for vert in item[0]:
                        xlist.append(vert[0])
                        ylist.append(vert[1])
                        zlist.append(vert[2])
                xcenter=(max(xlist)+min(xlist))/2
                ycenter=(max(ylist)+min(ylist))/2
                zcenter=(max(zlist)+min(zlist))/2
                for item in geomlist:
                    for vert in item[0]:
                        vert[0] = vert[0] - xcenter
                        vert[1] = vert[1] - ycenter
                        vert[2] = vert[2] - zcenter
                

            # split objects that do not share the same texture on all faces
            newgeomlist = []
            for x in geomlist:
                texlist = []
                for data in x[1]:
                    texlist.append(data[3])
                if len(set(texlist)) > 1:
                    temp = []
                    for texture in set(texlist):
                        vertlist = []
                        facelist = []
                        for data in x[1]:
                            if data[3] == texture:
                                facelist.append(data)
                        usedverts = []
                        for face in facelist:
                            usedverts.extend(face[0:3])
                        usedverts = list(set(usedverts))
                        for index in usedverts:
                            vertlist.append(x[0][index])
                        newfacelist = []
                        for face in facelist:
                            newfacelist.append([vertlist.index(x[0][face[0]]),vertlist.index(x[0][face[1]]),vertlist.index(x[0][face[2]]),face[3]])
                        newgeomlist.append([vertlist, newfacelist])
                    #del geomlist[geomlist.index(x)]
                    #geomlist.extend(temp)
                    #newgeomlist.append(temp)
                else:
                    newgeomlist.append(x)
            geomlist = newgeomlist

            scene = '''\t*SCENE_FILENAME "{0}"
\t*SCENE_FIRSTFRAME 0
\t*SCENE_LASTFRAME 100
\t*SCENE_FRAMESPEED 30
\t*SCENE_TICKSPERFRAME 160
\t*SCENE_BACKGROUND_STATIC 0.0000\t0.0000\t0.0000
\t*SCENE_AMBIENT_STATIC 0.0000\t0.0000\t0.0000'''.format(GlobalMap.getMapName())

            materials = str()
            for x in shaderlist:
                materials = materials + '''\t*MATERIAL {0} {{
\t\t*MATERIAL_NAME "{1}"
\t\t*MATERIAL_CLASS "Standard"
\t\t*MATERIAL_AMBIENT 0.5882\t0.5882\t0.5882
\t\t*MATERIAL_DIFFUSE 0.5882\t0.5882\t0.5882
\t\t*MATERIAL_SPECULAR 0.9000\t0.9000\t0.9000
\t\t*MATERIAL_SHINE 0.1000
\t\t*MATERIAL_SHINESTRENGTH 0.0000
\t\t*MATERIAL_TRANSPARENCY 0.0000
\t\t*MATERIAL_WIRESIZE 1.0000
\t\t*MATERIAL_SHADING Blinn
\t\t*MATERIAL_XP_FALLOFF 0.0000
\t\t*MATERIAL_SELFILLUM 0.0000
\t\t*MATERIAL_FALLOFF In
\t\t*MATERIAL_XP_TYPE Filter
\t\t*MAP_DIFFUSE {{
\t\t\t*MAP_NAME "{2}"
\t\t\t*MAP_CLASS "Bitmap"
\t\t\t*MAP_SUBNO 1
\t\t\t*MAP_AMOUNT 1.0000
\t\t\t*BITMAP "\\\\purgatory\\purgatory\\doom\\base\{2}"
\t\t\t*MAP_TYPE Screen
\t\t\t*UVW_U_OFFSET 0.0000
\t\t\t*UVW_V_OFFSET 0.0000
\t\t\t*UVW_U_TILING 1.0000
\t\t\t*UVW_V_TILING 1.0000
\t\t\t*UVW_ANGLE 0.0000
\t\t\t*UVW_BLUR 1.0000
\t\t\t*UVW_BLUR_OFFSET 0.0000
\t\t\t*UVW_NOUSE_AMT 1.0000
\t\t\t*UVW_NOISE_SIZE 1.0000
\t\t\t*UVW_NOISE_LEVEL 1
\t\t\t*UVW_NOISE_PHASE 0.0000
\t\t\t*BITMAP_FILTER Pyramidal
\t\t}}
\t}}
'''.format(shaderlist.index(x), x, x.replace('/','\\'))

            geomobjects = str()

            for x in geomlist:
                # x[0] = vertices
                # vert[0] - vert[2] = vertex coords
                # vert[3] - vert[4] = texture coords
                # vert[5] - vert[7] = normal
                # x[1] = faces
                vertlist = str()
                #bh = getBlendHeight(x[0],dialog.getElementValue(blendHeightHandle),len(x[0]))
                clist = []
                for data in x[0]:
                    clist.append(getColor(data))
                for count, data in enumerate(x[0]):
                    vertlist = vertlist + '''\t\t\t*MESH_VERTEX {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(count, data[0], data[1], data[2])
                facelist = str()
                for count, data in enumerate(x[1]):
                    facelist = facelist + '''\t\t\t*MESH_FACE     {0}:  A:   {1} B:   {2} C:     {3} AB:       0 BC:    0 CA:    0\t *MESH_SMOOTHING 1 \t*MESH_MTLID {4}\n'''.format(count, data[0], data[1], data[2], data[3])
                tvertlist = str()
                for count, data in enumerate(x[0]):
                    tvertlist = tvertlist + '''\t\t\t*MESH_TVERT {0}\t{1: 10.4f}\t{2: 10.4f}\t0.0000\n'''.format(count, data[3], data[4])
                tfacelist = str()
                for count, data in enumerate(x[1]):
                    tfacelist = tfacelist + '''\t\t\t*MESH_TFACE {0}\t{1}\t{2}\t{3}\n'''.format(count, data[0], data[1], data[2])
                cfacelist = str()
                for count, data in enumerate(x[1]):
                    cfacelist = cfacelist + '''\t\t\t*MESH_CFACE {0}\t{1}\t{2}\t{3}\n'''.format(count,clist[data[0]],clist[data[1]],clist[data[2]])

                normals = str()
                for count, data in enumerate(x[1]):
                    normals += '''\t\t\t*MESH_FACENORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(count, x[0][data[0]][5], x[0][data[0]][6], x[0][data[0]][7]) # greebo: use first vertex normal as face normal
                    normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[0], x[0][data[0]][5], x[0][data[0]][6], x[0][data[0]][7])
                    normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[1], x[0][data[1]][5], x[0][data[1]][6], x[0][data[1]][7])
                    normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[2], x[0][data[2]][5], x[0][data[2]][6], x[0][data[2]][7])

                if len(x[1]) == 0:
                    continue

                geomobjects = geomobjects + '''*GEOMOBJECT {{
\t*NODE_NAME "{0}"
\t*NODE_TM {{
\t\t*NODE_NAME "{0}"
\t\t*INHERIT_POS 0 0 0
\t\t*INHERIT_ROT 0 0 0
\t\t*INHERIT_SCL 0 0 0
\t\t*TM_ROW0 1.0000\t0.0000\t0.0000
\t\t*TM_ROW1 0.0000\t1.0000\t0.0000
\t\t*TM_ROW2 0.0000\t0.0000\t1.0000
\t\t*TM_ROW3 0.0000\t0.0000\t0.0000
\t\t*TM_POS 0.0000\t0.0000\t0.0000
\t\t*TM_ROTAXIS 0.0000\t0.0000\t0.0000
\t\t*TM_ROTANGLE 0.0000
\t\t*TM_SCALE 1.0000\t1.0000\t1.0000
\t\t*TM_SCALEAXIS 0.0000\t0.0000\t0.0000
\t\t*TM_SCALEAXISANG 0.0000
\t}}
\t*MESH {{
\t\t*TIMEVALUE 0
\t\t*MESH_NUMVERTEX {1}
\t\t*MESH_NUMFACES {2}
\t\t*MESH_VERTEX_LIST {{
{3}\t\t}}
\t\t*MESH_FACE_LIST {{
{4}\t\t}}
\t\t*MESH_NUMTVERTEX {5}
\t\t*MESH_TVERTLIST {{
{6}\t\t}}
\t\t*MESH_NUMTVFACES {7}
\t\t*MESH_TFACELIST {{
{8}\t\t}}
\t\t*MESH_NUMCVERTEX 2
\t\t*MESH_CVERTLIST {{
\t\t\t*MESH_VERTCOL 0\t1.0000\t1.0000\t1.0000
\t\t\t*MESH_VERTCOL 1\t0.0000\t0.0000\t0.0000
\t\t}}
\t\t*MESH_NUMCVFACES {9}
\t\t*MESH_CFACELIST {{
{10}\t\t}}
\t\t*MESH_NORMALS {{
{11}\t\t}}
\t}}
\t*PROP_MOTIONBLUR 0
\t*PROP_CASTSHADOW 1
\t*PROP_RECVSHADOW 1
\t*MATERIAL_REF {12}
}}\n'''.format('mesh' + str(geomlist.index(x)), \
        len(x[0]), \
        len(x[1]), \
        vertlist, \
        facelist, \
        len(x[0]), \
        tvertlist, \
        len(x[1]), \
        tfacelist, \
        len(x[1]), \
        cfacelist, \
        normals, \
        x[1][0][3]) # material reference from first face

                data = '''*3DSMAX_ASCIIEXPORT\t200
*COMMENT "{0} v{1}"
*SCENE {{
{2}
}}
*MATERIAL_LIST {{
\t*MATERIAL_COUNT {3}
{4}}}
{5}'''.format(script, version, scene, len(shaderlist), materials, geomobjects)

                # Write the compiled data to the output file
                file = open(fullpath, 'w')
                file.write(data)
                file.close()

# __executeCommand__ evaluates to true after DarkRadiant has successfully initialised
if __executeCommand__:
    execute()