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export_level.py
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export_level.py
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# adapated from https://github.com/jminor/omgifol/blob/master/demo/wad2obj.py
#!/usr/bin/env python
__doc__ = """
Extracts textures and map geometry from a WAD file into an OBJ file,
MTL file and PNG files suitable for use in any 3D modeling program or
modern game engine.
"""
# python
import math, argparse, os, sys, re
from collections import defaultdict
# PIL
from PIL import Image
# local
from omg import txdef, wad, mapedit, util
# Constants
DEFAULT_MTL_TEXT = """Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
Tr 1.000000
illum 1
Ns 0.000000
"""
def linked_a_chain_from(chains, remaining_segments):
for chain in chains:
end = chain[-1]
# compare the actual coordinates of the start of this segment (segment)
# versus the end of the chain (end)
for segment in (s for s in remaining_segments if s[1] == end[0]):
# they match, so extend this chain
chain.append(segment)
remaining_segments.remove(segment)
return True
return False
class Polygon:
"""
Not really a polygon. Actually a set of faces that share a texture.
This is used for floor/ceilings of sectors, which may have disjoint
polygons. Also used for wall segments which are actually simple polygons.
"""
def __init__(self, texture=None):
self.vertices = []
self.segments = []
self.texture = texture
self.faces = []
self.textureCoords = []
def getFaces(self):
return self.faces
def getTextureCoords(self):
return self.textureCoords
def addFace(self, face, textureCoords):
self.faces.append(face)
self.textureCoords.append(textureCoords)
def addSegment(self, p1, p2, a, b):
"""
Feed us one line segment at a time, then call combineSegments()
"""
self.segments.append((p1,p2,a,b))
def combineSegments(self):
"""
Take all line segments we were given and try to combine them into faces.
"""
remaining_segments = list(self.segments)
if not remaining_segments:
return []
chains = []
# @TODO: Why is count computed this way?
max_count = len(remaining_segments) * 2
count = 0
while remaining_segments and count < max_count:
if chains and linked_a_chain_from(chains, remaining_segments):
count += 1
continue
chains.append([remaining_segments.pop()])
# grab the vertex indicies for each chain (aka face)
newFaces = [[segment[2] for segment in chain] for chain in chains]
self.faces.extend(newFaces)
# lets compute some textureCoords for these new faces
# based on their vertex coords in world space.
# this works well for floors and ceilings.
# flats are always 64x64 aligned to world coords
[self.textureCoords.append(
[(segment[0].x/64., segment[0].y/64.) for segment in chain])
for chain in chains]
def objmap(wad, name, filename, textureNames, textureSizes, centerVerts):
edit = mapedit.MapEditor(wad.maps[name.upper()])
# first lets get into the proper coordinate system
v = edit.vertexes[0]
bb_min = mapedit.Vertex(v.x,v.y)
bb_max = mapedit.Vertex(v.x,v.y)
for v in edit.vertexes:
v.x = -v.x
if bb_max.x > v.x: bb_max.x = v.x
if bb_max.y > v.y: bb_max.y = v.y
if bb_min.x < v.x: bb_min.x = v.x
if bb_min.y < v.y: bb_min.y = v.y
if centerVerts:
center = mapedit.Vertex((bb_min.x+bb_max.x)/2, (bb_min.y+bb_max.y)/2)
else:
center = mapedit.Vertex(0,0)
vi = 1 # vertex index (starting at 1 for the 1st vertex)
vertexes = []
polys = []
_sectors_with_floor_and_ceil_added(edit.sectors)
_polygons_with_line_definitions(edit, vi, vertexes, textureSizes, polys)
with open(filename.replace(".obj", "_linedefs.csv"), "w") as out:
out.write("x,y,action\n")
for line in edit.linedefs:
if line.action > 0:
p1 = edit.vertexes[line.vx_a]
p2 = edit.vertexes[line.vx_b]
out.write(f"{p1.x},{p1.y},{line.action}\n")
out.write(f"{p2.x},{p2.y},{line.action}\n")
for sector in edit.sectors:
for poly in (sector.floor, sector.ceil):
poly.combineSegments()
polys.append(poly)
ti = 1 # vertex texture index (starting at 1 for the 1st "vt" statement)
with open(filename.replace(".obj", ".csv"), "w") as out:
out.write("x,y,angle,type\n")
for thing in edit.things:
out.write(f"{thing.x*-1},{thing.y*-1},{thing.angle},{thing.type}\n")
with open(filename, "w") as out:
out.write("# %s\n" % name)
out.write("mtllib doom.mtl\n")
out.write("o %s\n" % name)
# here are all the vertices - in order, so you can index them (starting
# at 1) note that we stretch them to compensate for Doom's non-square
# pixel display
for v in vertexes:
out.write("v %g %g %g\n" % (v[0]-center.x, v[1]*1.2, v[2]-center.y))
for polyindex, poly in enumerate(polys):
if not poly.texture:
print("Polygon with no texture?", poly)
continue
if poly.texture == '-' or poly.texture == 'F_SKY1':
# this was not meant to be rendered
continue
# polyindex starts at 1, enumerate starts at 0
out.write("g %s.%d %s\n" % (poly.texture, polyindex + 1, name))
texture_name = poly.texture
if poly.texture not in textureNames:
print("Missing texture", poly.texture)
texture_name = "None"
out.write("usemtl %s\n" % texture_name)
for vindexes,textureCoords in zip(
poly.getFaces(),
poly.getTextureCoords()):
tindexes = []
for u,v in textureCoords:
out.write("vt %g %g\n" % (u, v))
tindexes.append(ti)
ti += 1
out.write(
"f %s\n" % " ".join([
"%s/%s" % (v,t) for v,t in zip(vindexes,tindexes)]))
def _polygons_with_line_definitions(edit, vi, vertexes, textureSizes, polys):
for line in edit.linedefs:
p1 = edit.vertexes[line.vx_a]
p2 = edit.vertexes[line.vx_b]
width = math.sqrt((p1.x-p2.x)*(p1.x-p2.x) + (p1.y-p2.y)*(p1.y-p2.y))
if line.front != -1:
side1 = edit.sidedefs[line.front]
sector1 = edit.sectors[side1.sector]
front_lower_left = vi
front_upper_left = vi+1
front_lower_right = vi+2
front_upper_right = vi+3
vertexes.append((p1.x, sector1.z_floor, p1.y)) # lower left
vertexes.append((p1.x, sector1.z_ceil, p1.y)) # upper left
vertexes.append((p2.x, sector1.z_floor, p2.y)) # lower right
vertexes.append((p2.x, sector1.z_ceil, p2.y)) # upper right
if not line.two_sided and side1.tx_mid!='-': #line.impassable:
polys.append(_poly_from_components(
side1, sector1,
textureSizes, width, line,
front_lower_left, front_lower_right,
front_upper_right, front_upper_left))
sector1.floor.addSegment(
p1, p2, front_lower_left, front_lower_right)
sector1.ceil.addSegment(
p2, p1, front_upper_right, front_upper_left)
vi += 4
if line.back != -1:
side2 = edit.sidedefs[line.back]
sector2 = edit.sectors[side2.sector]
back_lower_left = vi
back_upper_left = vi+1
back_lower_right = vi+2
back_upper_right = vi+3
vertexes.append((p1.x, sector2.z_floor, p1.y)) # lower left
vertexes.append((p1.x, sector2.z_ceil, p1.y)) # upper left
vertexes.append((p2.x, sector2.z_floor, p2.y)) # lower right
vertexes.append((p2.x, sector2.z_ceil, p2.y)) # upper right
if not line.two_sided and side2.tx_mid!='-': #line.impassable:
polys.append(_poly_from_components(
side2, sector2,
textureSizes, width, line,
back_lower_left,back_lower_right,
back_upper_right,back_upper_left))
sector2.floor.addSegment(p2, p1, back_lower_right, back_lower_left)
sector2.ceil.addSegment(p1, p2, back_upper_left, back_upper_right)
vi += 4
if line.front != -1 and line.back != -1 and line.two_sided:
# skip the lower texture if it is '-'
if side1.tx_low != '-':
# floor1 to floor2
poly = Polygon(side1.tx_low)
# the front (sector1) is lower than the back (sector2)
height = sector2.z_floor - sector1.z_floor
tsize = textureSizes.get(side1.tx_low, (64,64))
tw = width/float(tsize[0])
th = height/float(tsize[1])
tx = side1.off_x/float(tsize[0])
if line.lower_unpeg:
ty = (tsize[1]-height-side1.off_y)/float(tsize[1])
else:
ty = -side1.off_y/float(tsize[1])
poly.addFace(
(front_lower_left,front_lower_right,
back_lower_right,back_lower_left),
[(tx,ty),(tw+tx,ty),(tw+tx,th+ty),(tx,th+ty)])
polys.append(poly)
# skip the upper texture if it is '-'
# also skip the upper if the sectors on both sides have sky ceilings
if (
side1.tx_up != '-'
and not (
sector1.tx_ceil == 'F_SKY1'
and sector2.tx_ceil == 'F_SKY1')):
# ceil1 to ceil2
poly = Polygon(side1.tx_up)
# the front (sector1) is higher than the back (sector2)
height = sector1.z_ceil - sector2.z_ceil
tsize = textureSizes[side1.tx_up]
tw = width/float(tsize[0])
th = height/float(tsize[1])
tx = side1.off_x/float(tsize[0])
if line.upper_unpeg:
ty = (tsize[1]-height-side1.off_y)/float(tsize[1])
else:
ty = -side1.off_y/float(tsize[1])
poly.addFace(
(back_upper_left,back_upper_right,
front_upper_right,front_upper_left), \
[(tx,ty),(tw+tx,ty),(tw+tx,th+ty),(tx,th+ty)])
polys.append(poly)
def _poly_from_components(side1, sector1, textureSizes, width, line,
lower_left, lower_right, upper_right, upper_left):
poly = Polygon(side1.tx_mid)
height = sector1.z_ceil - sector1.z_floor
tsize = textureSizes.get(side1.tx_mid, (64,64))
tw = width/float(tsize[0])
th = height/float(tsize[1])
tx = side1.off_x/float(tsize[0])
if line.lower_unpeg: # yes, lower_unpeg applies to the tx_mid also
ty = -side1.off_y/float(tsize[1])
else:
# middle texture is usually top down
ty = (tsize[1]-height-side1.off_y)/float(tsize[1])
poly.addFace(
(lower_left, lower_right, upper_right, upper_left),
[(tx,ty),(tw+tx,ty),(tw+tx,th+ty),(tx,th+ty)])
return poly
def _sectors_with_floor_and_ceil_added(sectors):
for sector in sectors:
sector.floor = Polygon(texture=sector.tx_floor)
sector.ceil = Polygon(texture=sector.tx_ceil)
def has_transparency(im):
"""
Does the image have purple transparency pixels?
"""
by_color = defaultdict(int)
for pixel in im.getdata():
by_color[pixel] += 1
return (255, 0, 255) in by_color and by_color[(255, 0, 255)] > 0
def writemtl(wad, names, textureSizes):
# in the case of level wad that has no custom textures
t = txdef.Textures(wad.txdefs)
if len(t) == 0:
return names, textureSizes
out = open("doom.mtl", "w")
out.write("# doom.mtl\n")
if names is None:
names = []
if textureSizes is None:
textureSizes = {}
# + wad.patches.items() # + wad.graphics.items() + wad.sprites.items()
textures = wad.flats.items()
for name,texture in textures:
texture.to_file(name+".png")
_texture_written_to(out, name)
names.append(name)
for name,texture_definition in t.items():
image = Image.new(
'RGB',
(texture_definition.width, texture_definition.height),
(255, 0, 255, 0)
)
patch_names = []
for patchdef in texture_definition.patches:
# sometimes there are lower case letters!?
if patchdef.name.upper() not in patch_names:
patch_names.append(patchdef.name.upper())
# print "making %s at %dx%d" % (name, txdef.width, txdef.height)
for patchdef in texture_definition.patches:
# sometimes there are lower case letters!?
patchdef.name = patchdef.name.upper()
if patchdef.name not in wad.patches:
print ("ERROR: Cannot find patch named '%s' for "
"texture_definition '%s'" % (patchdef.name, name))
continue
patch = wad.patches[patchdef.name]
stamp = patch.to_Image()
if len(patch_names) > 1:
stamp = patch.to_Image("RGBA")
stamp = convert_transparency(stamp)
image.paste(stamp, (patchdef.x,patchdef.y), stamp)
else:
image.paste(stamp, (patchdef.x,patchdef.y))
image.save(name+".png", 'PNG', transparency=(255,0,255))
textureSizes[name] = image.size
_texture_written_to(out, name)
names.append(name)
return names, textureSizes
def convert_transparency(stamp):
if has_transparency(stamp):
datas = stamp.getdata()
newData = []
for item in datas:
if item[0] == 0 and item[1] == 0 and item[2] == 0:
newData.append((255, 0, 255, 0))
else:
newData.append(item)
stamp.putdata(newData)
return stamp
def _texture_written_to(out, name):
out.write("\nnewmtl %s\n" % name)
out.write(DEFAULT_MTL_TEXT)
out.write("map_Kd %s.png\n" % name)
def parse_args():
""" parse arguments out of sys.argv """
epilog = "Example: wad2obj.py doom.wad -m 'E1*' -o /tmp"
parser = argparse.ArgumentParser(description=__doc__, epilog=epilog)
parser.add_argument(
'source_wad', type=str, help='Path to the input WAD file.')
parser.add_argument(
'-l','--list', action='store_true', default=False,
help="List the names of the maps in the source wad without exporting anything.")
parser.add_argument(
'-m','--maps', type=str, default='*', metavar='PATTERN',
help="Pattern of maps to export (e.g. 'MAP*' or 'E?M1'). Use * as a wildcard or ? as any single character.")
parser.add_argument(
'-o','--output', type=str, default='.', metavar='PATH',
help="Directory path where output files will be written.")
parser.add_argument(
'-c','--center', action='store_true', default=False,
help="Translate the output vertices so the center of the map is at the origin.")
return parser.parse_args()
def execute(source_wad, list_maps, output_dir, center_map_origin, textureNames, textureSizes, maps = None):
print("Loading %s..." % source_wad)
inwad = wad.WAD()
inwad.from_file(source_wad)
map_regex = None
try:
map_regex = re.compile(maps)
except Exception:
print("Couldn't compile map search expression - getting all maps")
if list_maps:
print("Found %d maps:" % len(inwad.maps))
for mapName in inwad.maps.keys():
print(" %s" % mapName)
sys.exit(0)
# lets make sure all output files are written here
cwd = os.getcwd()
os.chdir(output_dir)
# export the textures first, so we know all their sizes
textureNames, textureSizes = writemtl(inwad, textureNames, textureSizes)
for mapName in inwad.maps.keys():
if map_regex is not None:
if len(map_regex.findall(mapName)) == 0:
continue
objfile = mapName.lower()+".obj"
print("Writing %s" % objfile)
objmap(inwad, mapName.lower(), objfile, textureNames, textureSizes, center_map_origin)
os.chdir(cwd)
return textureNames, textureSizes
def main():
args = parse_args()
print(args)
textureNames = None
textureSizes = None
wads_to_process = args.source_wad.split(",")
for wad_to_proces in wads_to_process:
textureNames, textureSizes = execute(wad_to_proces.strip(), args.list, args.output, args.center, textureNames, textureSizes, args.maps)
"""
Sample code for debugging...
from omg import wad, txdef, mapedit
w = wad.WAD('wad/doom.wad')
t = txdef.Textures(w.txdefs)
flat = w.flats['FLOOR0_1']
map = w.maps['E1M1']
edit = mapedit.MapEditor(map)
# get player start point
player_start = [x for x in edit.things if x.type == 1]
player_start_x = player_start[0].x * -1
player_start_y = player_start[0].y * -1
player_start_angle = player_start[0].angle
"""
if __name__ == "__main__":
main()