1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
46 #define SNAP_FLOAT_TO_INT 4
47 #define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
49 typedef vec_t vec2_t[2];
51 static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
52 vec_t a10, vec_t a11, vec_t a12,
53 vec_t a20, vec_t a21, vec_t a22)
56 a00 * (a11 * a22 - a12 * a21)
57 - a01 * (a10 * a22 - a12 * a20)
58 + a02 * (a10 * a21 - a11 * a20);
61 void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
69 vec3_t v1v0, v2v0, norm;
70 bspDrawVert_t *vert[3];
72 plane_t *buildPlane = &mapplanes[buildSide->planenum];
75 // first, start out with NULLs
76 bestVert[0] = bestVert[1] = bestVert[2] = NULL;
78 // brute force through all surfaces
79 for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
81 if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
83 if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
85 for(t = 0; t + 3 <= s->numIndexes; t += 3)
87 vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
88 vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
89 vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]];
90 if(s->surfaceType == MST_PLANAR && VectorCompare(vert[0]->normal, vert[1]->normal) && VectorCompare(vert[1]->normal, vert[2]->normal))
92 VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
93 VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
94 VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
98 // this is more prone to roundoff errors, but with embedded
99 // models, there is no better way
100 VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
101 VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
102 CrossProduct(v2v0, v1v0, norm);
103 VectorNormalize(norm, norm);
104 VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
106 if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
107 if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
108 if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
109 // Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
110 polygon = CopyWinding(buildSide->winding);
111 for(i = 0; i < 3; ++i)
116 vec3_t *v1 = &vert[(i+1)%3]->xyz;
117 vec3_t *v2 = &vert[(i+2)%3]->xyz;
120 vec3_t sideDirection;
121 // we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
122 VectorSubtract(*v2, *v1, sideDirection);
123 CrossProduct(sideDirection, buildPlane->normal, triNormal);
124 triDist = DotProduct(*v1, triNormal);
125 ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon);
129 thisarea = WindingArea(polygon);
135 bestVert[0] = vert[0];
136 bestVert[1] = vert[1];
137 bestVert[2] = vert[2];
139 FreeWinding(polygon);
144 //if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
145 // fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
148 #define FRAC(x) ((x) - floor(x))
149 static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives )
151 int originSize = 256;
153 char pattern[6][7][3] = {
154 { "+++", "+-+", "-++", "- ", " + ", " - ", "- " },
155 { "+++", "-++", "++-", "- ", " +", "+ ", " +" },
156 { "+++", "++-", "+-+", " - ", " +", " - ", " +" },
157 { "---", "+--", "-+-", "- ", " + ", " - ", "+ " },
158 { "---", "--+", "+--", "- ", " +", "- ", " +" },
159 { "---", "-+-", "--+", " - ", " +", " + ", " +" }
162 #define S(a,b,c) (pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0)
165 fprintf( f, "\t// brush %d\n", num );
166 fprintf( f, "\t{\n" );
169 fprintf( f, "\tbrushDef\n" );
170 fprintf( f, "\t{\n" );
172 /* print brush side */
173 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
175 for(i = 0; i < 6; ++i)
179 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
180 origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
181 origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
182 origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
183 1.0f/16.0f, 0.0f, FRAC((S(i,5,0) * origin[0] + S(i,5,1) * origin[1] + S(i,5,2) * origin[2]) / 16.0 + 0.5),
184 0.0f, 1.0f/16.0f, FRAC((S(i,6,0) * origin[0] + S(i,6,1) * origin[1] + S(i,6,2) * origin[2]) / 16.0 + 0.5),
191 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
192 origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
193 origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
194 origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
196 FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5) * originSize,
197 FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5) * originSize,
198 0.0f, 16.0 / originSize, 16.0 / originSize,
207 fprintf( f, "\t}\n" );
208 fprintf( f, "\t}\n\n" );
211 static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
214 bspBrushSide_t *side;
221 bspDrawVert_t *vert[3];
226 fprintf( f, "\t// brush %d\n", num );
227 fprintf( f, "\t{\n" );
230 fprintf( f, "\tbrushDef\n" );
231 fprintf( f, "\t{\n" );
234 /* clear out build brush */
235 for( i = 0; i < buildBrush->numsides; i++ )
237 buildSide = &buildBrush->sides[ i ];
238 if( buildSide->winding != NULL )
240 FreeWinding( buildSide->winding );
241 buildSide->winding = NULL;
244 buildBrush->numsides = 0;
246 /* iterate through bsp brush sides */
247 for( i = 0; i < brush->numSides; i++ )
250 side = &bspBrushSides[ brush->firstSide + i ];
253 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
255 shader = &bspShaders[ side->shaderNum ];
256 //if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
260 plane = &bspPlanes[ side->planeNum ];
263 buildSide = &buildBrush->sides[ buildBrush->numsides ];
264 buildBrush->numsides++;
267 buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
268 buildSide->planenum = side->planeNum;
269 buildSide->winding = NULL;
272 /* make brush windings */
273 if( !CreateBrushWindings( buildBrush ) )
275 Sys_Printf( "CreateBrushWindings failed\n" );
279 /* iterate through build brush sides */
280 for( i = 0; i < buildBrush->numsides; i++ )
283 buildSide = &buildBrush->sides[ i ];
286 buildPlane = &mapplanes[ buildSide->planenum ];
289 if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
292 // st-texcoords -> texMat block
293 // start out with dummy
294 VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
295 VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
297 // find surface for this side (by brute force)
299 // - meshverts point in pairs of three into verts
301 // - find the triangle that has most in common with our side
302 GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
305 /* get texture name */
306 if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
307 texture = buildSide->shaderInfo->shader + 9;
309 texture = buildSide->shaderInfo->shader;
311 /* get plane points and offset by origin */
312 for( j = 0; j < 3; j++ )
314 VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
315 //% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
316 //% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
317 //% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
320 if(vert[0] && vert[1] && vert[2])
326 vec2_t xyI, xyJ, xyK;
327 vec2_t stI, stJ, stK;
330 ComputeAxisBase(buildPlane->normal, texX, texY);
332 xyI[0] = DotProduct(vert[0]->xyz, texX);
333 xyI[1] = DotProduct(vert[0]->xyz, texY);
334 xyJ[0] = DotProduct(vert[1]->xyz, texX);
335 xyJ[1] = DotProduct(vert[1]->xyz, texY);
336 xyK[0] = DotProduct(vert[2]->xyz, texX);
337 xyK[1] = DotProduct(vert[2]->xyz, texY);
338 stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
339 stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
340 stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
342 // - solve linear equations:
343 // - (x, y) := xyz . (texX, texY)
344 // - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
345 // (for three vertices)
353 for(i = 0; i < 2; ++i)
366 xyI[0], xyI[1], stI[i],
367 xyJ[0], xyJ[1], stJ[i],
368 xyK[0], xyK[1], stK[i]
370 VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
375 fprintf(stderr, "degenerate triangle found when solving texMat equations for\n(%f %f %f) (%f %f %f) (%f %f %f)\n( %f %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n",
376 buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
377 vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
378 texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
379 vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
380 vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
381 vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
384 /* print brush side */
385 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
386 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
387 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
388 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
389 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
390 buildSide->texMat[0][0], buildSide->texMat[0][1], FRAC(buildSide->texMat[0][2]),
391 buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC(buildSide->texMat[1][2]),
393 // DEBUG: valid ? 0 : C_DETAIL
399 // invert QuakeTextureVecs
403 vec2_t stI, stJ, stK;
409 TextureAxisFromPlane(buildPlane, vecs[0], vecs[1]);
423 stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
424 stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
425 stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
428 vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
429 vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
430 vert[2]->xyz[sv], vert[2]->xyz[tv], 1
434 for(i = 0; i < 2; ++i)
437 stI[i], vert[0]->xyz[tv], 1,
438 stJ[i], vert[1]->xyz[tv], 1,
439 stK[i], vert[2]->xyz[tv], 1
442 vert[0]->xyz[sv], stI[i], 1,
443 vert[1]->xyz[sv], stJ[i], 1,
444 vert[2]->xyz[sv], stK[i], 1
447 vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
448 vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
449 vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
451 VectorSet(sts[i], D0 / D, D1 / D, D2 / D);
456 fprintf(stderr, "degenerate triangle found when solving texDef equations\n"); // FIXME add stuff here
458 // now we must solve:
459 // // now we must invert:
460 // ang = rotate / 180 * Q_PI;
463 // ns = cosv * vecs[0][sv];
464 // nt = sinv * vecs[0][sv];
465 // vecsrotscaled[0][sv] = ns / scale[0];
466 // vecsrotscaled[0][tv] = nt / scale[0];
467 // ns = -sinv * vecs[1][tv];
468 // nt = cosv * vecs[1][tv];
469 // vecsrotscaled[1][sv] = ns / scale[1];
470 // vecsrotscaled[1][tv] = nt / scale[1];
471 scale[0] = 1.0/sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
472 scale[1] = 1.0/sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
473 rotate = atan2(sts[0][1] * vecs[0][sv] - sts[1][0] * vecs[1][tv], sts[0][0] * vecs[0][sv] + sts[1][1] * vecs[1][tv]) * (180.0f / Q_PI);
474 shift[0] = buildSide->shaderInfo->shaderWidth * FRAC(sts[0][2] / buildSide->shaderInfo->shaderWidth);
475 shift[1] = buildSide->shaderInfo->shaderHeight * FRAC(sts[1][2] / buildSide->shaderInfo->shaderHeight);
477 /* print brush side */
478 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
479 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
480 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
481 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
482 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
484 shift[0], shift[1], rotate, scale[0], scale[1],
485 // DEBUG: valid ? 0 : C_DETAIL
493 if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
494 if(strcmp(buildSide->shaderInfo->shader, "noshader"))
495 if(strcmp(buildSide->shaderInfo->shader, "default"))
496 fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
498 MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
499 VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
500 VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
501 VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
504 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
505 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
506 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
507 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
508 1.0f/16.0f, 0.0f, 0.0f,
509 0.0f, 1.0f/16.0f, 0.0f,
511 // DEBUG: valid ? 0 : C_DETAIL
517 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
518 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
519 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
520 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
522 0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
523 // DEBUG: valid ? 0 : C_DETAIL
533 fprintf( f, "\t}\n" );
535 fprintf( f, "\t}\n\n" );
540 /* iterate through the brush sides (ignore the first 6 bevel planes) */
541 for( i = 0; i < brush->numSides; i++ )
544 side = &bspBrushSides[ brush->firstSide + i ];
547 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
549 shader = &bspShaders[ side->shaderNum ];
550 if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
553 /* get texture name */
554 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
555 texture = shader->shader + 9;
557 texture = shader->shader;
560 plane = &bspPlanes[ side->planeNum ];
562 /* make plane points */
567 MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
568 VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
569 VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
570 VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
573 /* offset by origin */
574 for( j = 0; j < 3; j++ )
575 VectorAdd( pts[ j ], origin, pts[ j ] );
577 /* print brush side */
578 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
579 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n",
580 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
581 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
582 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
591 converts a bsp patch to a map patch
599 ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
607 static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
617 if( ds->surfaceType != MST_PATCH )
621 if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
623 shader = &bspShaders[ ds->shaderNum ];
625 /* get texture name */
626 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
627 texture = shader->shader + 9;
629 texture = shader->shader;
632 fprintf( f, "\t// patch %d\n", num );
633 fprintf( f, "\t{\n" );
634 fprintf( f, "\t\tpatchDef2\n" );
635 fprintf( f, "\t\t{\n" );
636 fprintf( f, "\t\t\t%s\n", texture );
637 fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
638 fprintf( f, "\t\t\t(\n" );
640 /* iterate through the verts */
641 for( x = 0; x < ds->patchWidth; x++ )
644 fprintf( f, "\t\t\t\t(" );
646 /* iterate through the row */
647 for( y = 0; y < ds->patchHeight; y++ )
650 dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
653 VectorAdd( origin, dv->xyz, xyz );
656 fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
660 fprintf( f, " )\n" );
664 fprintf( f, "\t\t\t)\n" );
665 fprintf( f, "\t\t}\n" );
666 fprintf( f, "\t}\n\n" );
673 exports a bsp model to a map file
676 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
680 bspDrawSurface_t *ds;
683 /* convert bsp planes to map planes */
684 nummapplanes = numBSPPlanes;
685 AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024);
686 for( i = 0; i < numBSPPlanes; i++ )
688 VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
689 mapplanes[ i ].dist = bspPlanes[ i ].dist;
690 mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
691 mapplanes[ i ].hash_chain = 0;
694 /* allocate a build brush */
695 buildBrush = AllocBrush( 512 );
696 buildBrush->entityNum = 0;
697 buildBrush->original = buildBrush;
699 if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
700 ConvertOriginBrush(f, -1, origin, brushPrimitives);
702 /* go through each brush in the model */
703 for( i = 0; i < model->numBSPBrushes; i++ )
705 num = i + model->firstBSPBrush;
706 brush = &bspBrushes[ num ];
707 ConvertBrush( f, num, brush, origin, brushPrimitives );
710 /* free the build brush */
713 /* go through each drawsurf in the model */
714 for( i = 0; i < model->numBSPSurfaces; i++ )
716 num = i + model->firstBSPSurface;
717 ds = &bspDrawSurfaces[ num ];
719 /* we only love patches */
720 if( ds->surfaceType == MST_PATCH )
721 ConvertPatch( f, num, ds, origin );
729 exports entity key/value pairs to a map file
732 static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin )
738 for( ep = e->epairs; ep != NULL; ep = ep->next )
740 /* ignore empty keys/values */
741 if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
744 /* ignore model keys with * prefixed values */
745 if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
748 /* ignore origin keys if skip_origin is set */
749 if( skip_origin && !Q_stricmp( ep->key, "origin" ) )
753 fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
761 exports an quake map file from the bsp
764 int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
772 char name[ 1024 ], base[ 1024 ];
776 Sys_Printf( "--- Convert BSP to MAP ---\n" );
778 /* create the bsp filename from the bsp name */
779 strcpy( name, bspName );
780 StripExtension( name );
781 strcat( name, "_converted.map" );
782 Sys_Printf( "writing %s\n", name );
784 ExtractFileBase( bspName, base );
785 strcat( base, ".bsp" );
788 f = fopen( name, "wb" );
790 Error( "Open failed on %s\n", name );
793 fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
795 /* walk entity list */
796 for( i = 0; i < numEntities; i++ )
802 fprintf( f, "// entity %d\n", i );
810 value = ValueForKey( e, "model" );
811 if( value[ 0 ] == '*' )
812 modelNum = atoi( value + 1 );
818 ConvertEPairs( f, e, modelNum >= 0 );
821 /* only handle bsp models */
825 model = &bspModels[ modelNum ];
827 /* get entity origin */
828 value = ValueForKey( e, "origin" );
829 if( value[ 0 ] == '\0' )
830 VectorClear( origin );
832 GetVectorForKey( e, "origin", origin );
835 ConvertModel( f, model, modelNum, origin, brushPrimitives );
839 fprintf( f, "}\n\n" );
842 /* close the file and return */
845 /* return to sender */
849 int ConvertBSPToMap( char *bspName )
851 return ConvertBSPToMap_Ext(bspName, qfalse);
854 int ConvertBSPToMap_BP( char *bspName )
856 return ConvertBSPToMap_Ext(bspName, qtrue);