/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define CONVERT_MAP_C /* dependencies */ #include "q3map2.h" /* ConvertBrush() exports a map brush */ #define SNAP_FLOAT_TO_INT 4 #define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT) typedef vec_t vec2_t[2]; static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02, vec_t a10, vec_t a11, vec_t a12, vec_t a20, vec_t a21, vec_t a22) { return a00 * (a11 * a22 - a12 * a21) - a01 * (a10 * a22 - a12 * a20) + a02 * (a10 * a21 - a11 * a20); } void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3]) { bspDrawSurface_t *s; int i; int t; vec_t best = 0; vec_t thisarea; vec3_t normdiff; vec3_t v1v0, v2v0, norm; bspDrawVert_t *vert[3]; winding_t *polygon; plane_t *buildPlane = &mapplanes[buildSide->planenum]; int matches = 0; // first, start out with NULLs bestVert[0] = bestVert[1] = bestVert[2] = NULL; // brute force through all surfaces for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s) { if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP) continue; if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader)) continue; for(t = 0; t + 3 <= s->numIndexes; t += 3) { vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]]; vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]]; vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]]; if(s->surfaceType == MST_PLANAR) { VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue; VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue; VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue; } else { // this is more prone to roundoff errors, but with embedded // models, there is no better way VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0); VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0); CrossProduct(v2v0, v1v0, norm); VectorNormalize(norm, norm); VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue; } if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue; if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue; if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue; // Okay. Correct surface type, correct shader, correct plane. Let's start with the business... polygon = CopyWinding(buildSide->winding); for(i = 0; i < 3; ++i) { // 0: 1, 2 // 1: 2, 0 // 2; 0, 1 vec3_t *v1 = &vert[(i+1)%3]->xyz; vec3_t *v2 = &vert[(i+2)%3]->xyz; vec3_t triNormal; vec_t triDist; vec3_t sideDirection; // we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1). VectorSubtract(*v2, *v1, sideDirection); CrossProduct(sideDirection, buildPlane->normal, triNormal); triDist = DotProduct(*v1, triNormal); ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon); if(!polygon) goto exwinding; } thisarea = WindingArea(polygon); if(thisarea > 0) ++matches; if(thisarea > best) { best = thisarea; bestVert[0] = vert[0]; bestVert[1] = vert[1]; bestVert[2] = vert[2]; } FreeWinding(polygon); exwinding: ; } } //if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16)) // fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best); } static void ConvertOriginBrush( FILE *f, int num, vec3_t origin ) { char pattern[6][5][3] = { { "+++", "+-+", "-++", " - ", "- " }, { "+++", "-++", "++-", "+ ", " +" }, { "+++", "++-", "+-+", " - ", " +" }, { "---", "+--", "-+-", " - ", "+ " }, { "---", "--+", "+--", "- ", " +" }, { "---", "-+-", "--+", " + ", " +" } }; int i; #define S(a,b,c) (pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0) #define FRAC(x) ((x) - floor(x)) /* start brush */ fprintf( f, "\t// brush %d\n", num ); fprintf( f, "\t{\n" ); fprintf( f, "\tbrushDef\n" ); fprintf( f, "\t{\n" ); /* print brush side */ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */ for(i = 0; i < 6; ++i) fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n", origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2), origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2), origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2), 1/16.0, 0.0, FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5), 0.0, 1/16.0, FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5), "common/origin", 0 ); #undef FRAC #undef S /* end brush */ fprintf( f, "\t}\n" ); fprintf( f, "\t}\n\n" ); } static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin ) { int i, j; bspBrushSide_t *side; side_t *buildSide; bspShader_t *shader; char *texture; bspPlane_t *plane; plane_t *buildPlane; vec3_t pts[ 3 ]; bspDrawVert_t *vert[3]; int valid; /* start brush */ fprintf( f, "\t// brush %d\n", num ); fprintf( f, "\t{\n" ); fprintf( f, "\tbrushDef\n" ); fprintf( f, "\t{\n" ); /* clear out build brush */ for( i = 0; i < buildBrush->numsides; i++ ) { buildSide = &buildBrush->sides[ i ]; if( buildSide->winding != NULL ) { FreeWinding( buildSide->winding ); buildSide->winding = NULL; } } buildBrush->numsides = 0; /* iterate through bsp brush sides */ for( i = 0; i < brush->numSides; i++ ) { /* get side */ side = &bspBrushSides[ brush->firstSide + i ]; /* get shader */ if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) continue; shader = &bspShaders[ side->shaderNum ]; if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) ) continue; /* get plane */ plane = &bspPlanes[ side->planeNum ]; /* add build side */ buildSide = &buildBrush->sides[ buildBrush->numsides ]; buildBrush->numsides++; /* tag it */ buildSide->shaderInfo = ShaderInfoForShader( shader->shader ); buildSide->planenum = side->planeNum; buildSide->winding = NULL; } /* make brush windings */ if( !CreateBrushWindings( buildBrush ) ) return; /* iterate through build brush sides */ for( i = 0; i < buildBrush->numsides; i++ ) { /* get build side */ buildSide = &buildBrush->sides[ i ]; /* get plane */ buildPlane = &mapplanes[ buildSide->planenum ]; /* dummy check */ if( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) continue; // st-texcoords -> texMat block // start out with dummy VectorSet(buildSide->texMat[0], 1/32.0, 0, 0); VectorSet(buildSide->texMat[1], 0, 1/32.0, 0); // find surface for this side (by brute force) // surface format: // - meshverts point in pairs of three into verts // - (triangles) // - find the triangle that has most in common with our side GetBestSurfaceTriangleMatchForBrushside(buildSide, vert); valid = 0; if(vert[0] && vert[1] && vert[2]) { int i; vec3_t texX, texY; vec3_t xy1I, xy1J, xy1K; vec2_t stI, stJ, stK; vec_t D, D0, D1, D2; ComputeAxisBase(buildPlane->normal, texX, texY); VectorSet(xy1I, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY), 1); VectorSet(xy1J, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY), 1); VectorSet(xy1K, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY), 1); stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1]; stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1]; stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1]; // - solve linear equations: // - (x, y) := xyz . (texX, texY) // - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2] // (for three vertices) D = Det3x3( xy1I[0], xy1I[1], 1, xy1J[0], xy1J[1], 1, xy1K[0], xy1K[1], 1 ); if(D != 0) { for(i = 0; i < 2; ++i) { D0 = Det3x3( stI[i], xy1I[1], 1, stJ[i], xy1J[1], 1, stK[i], xy1K[1], 1 ); D1 = Det3x3( xy1I[0], stI[i], 1, xy1J[0], stJ[i], 1, xy1K[0], stK[i], 1 ); D2 = Det3x3( xy1I[0], xy1I[1], stI[i], xy1J[0], xy1J[1], stJ[i], xy1K[0], xy1K[1], stK[i] ); VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D); valid = 1; } } else 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", buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2], vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2], texX[0], texX[1], texX[2], texY[0], texY[1], texY[2], vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xy1I[0], xy1I[1], vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xy1J[0], xy1J[1], vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xy1K[0], xy1K[1] ); } else if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16)) fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader); /* get texture name */ if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) ) texture = buildSide->shaderInfo->shader + 9; else texture = buildSide->shaderInfo->shader; /* get plane points and offset by origin */ for( j = 0; j < 3; j++ ) { VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] ); //% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f ); //% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f ); //% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f ); } /* print brush side */ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n", pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ], pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ], pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ], buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2], buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2], texture, // DEBUG: valid ? 0 : C_DETAIL 0 ); // TODO write brush primitives format here } /* end brush */ fprintf( f, "\t}\n" ); fprintf( f, "\t}\n\n" ); } #if 0 /* iterate through the brush sides (ignore the first 6 bevel planes) */ for( i = 0; i < brush->numSides; i++ ) { /* get side */ side = &bspBrushSides[ brush->firstSide + i ]; /* get shader */ if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) continue; shader = &bspShaders[ side->shaderNum ]; if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) ) continue; /* get texture name */ if( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) texture = shader->shader + 9; else texture = shader->shader; /* get plane */ plane = &bspPlanes[ side->planeNum ]; /* make plane points */ { vec3_t vecs[ 2 ]; MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] ); VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] ); } /* offset by origin */ for( j = 0; j < 3; j++ ) VectorAdd( pts[ j ], origin, pts[ j ] ); /* print brush side */ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */ 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", pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ], pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ], pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ], texture ); } #endif /* ConvertPatch() converts a bsp patch to a map patch { patchDef2 { base_wall/concrete ( 9 3 0 0 0 ) ( ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... ) ... ) } } */ static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin ) { int x, y; bspShader_t *shader; char *texture; bspDrawVert_t *dv; vec3_t xyz; /* only patches */ if( ds->surfaceType != MST_PATCH ) return; /* get shader */ if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) return; shader = &bspShaders[ ds->shaderNum ]; /* get texture name */ if( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) texture = shader->shader + 9; else texture = shader->shader; /* start patch */ fprintf( f, "\t// patch %d\n", num ); fprintf( f, "\t{\n" ); fprintf( f, "\t\tpatchDef2\n" ); fprintf( f, "\t\t{\n" ); fprintf( f, "\t\t\t%s\n", texture ); fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight ); fprintf( f, "\t\t\t(\n" ); /* iterate through the verts */ for( x = 0; x < ds->patchWidth; x++ ) { /* start row */ fprintf( f, "\t\t\t\t(" ); /* iterate through the row */ for( y = 0; y < ds->patchHeight; y++ ) { /* get vert */ dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ]; /* offset it */ VectorAdd( origin, dv->xyz, xyz ); /* print vertex */ fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] ); } /* end row */ fprintf( f, " )\n" ); } /* end patch */ fprintf( f, "\t\t\t)\n" ); fprintf( f, "\t\t}\n" ); fprintf( f, "\t}\n\n" ); } /* ConvertModel() exports a bsp model to a map file */ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ) { int i, num; bspBrush_t *brush; bspDrawSurface_t *ds; /* convert bsp planes to map planes */ nummapplanes = numBSPPlanes; AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024); for( i = 0; i < numBSPPlanes; i++ ) { VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal ); mapplanes[ i ].dist = bspPlanes[ i ].dist; mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal ); mapplanes[ i ].hash_chain = 0; } /* allocate a build brush */ buildBrush = AllocBrush( 512 ); buildBrush->entityNum = 0; buildBrush->original = buildBrush; if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0) ConvertOriginBrush(f, -1, origin); /* go through each brush in the model */ for( i = 0; i < model->numBSPBrushes; i++ ) { num = i + model->firstBSPBrush; brush = &bspBrushes[ num ]; ConvertBrush( f, num, brush, origin ); } /* free the build brush */ free( buildBrush ); /* go through each drawsurf in the model */ for( i = 0; i < model->numBSPSurfaces; i++ ) { num = i + model->firstBSPSurface; ds = &bspDrawSurfaces[ num ]; /* we only love patches */ if( ds->surfaceType == MST_PATCH ) ConvertPatch( f, num, ds, origin ); } } /* ConvertEPairs() exports entity key/value pairs to a map file */ static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin ) { epair_t *ep; /* walk epairs */ for( ep = e->epairs; ep != NULL; ep = ep->next ) { /* ignore empty keys/values */ if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' ) continue; /* ignore model keys with * prefixed values */ if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' ) continue; /* ignore origin keys if skip_origin is set */ if( skip_origin && !Q_stricmp( ep->key, "origin" ) ) continue; /* emit the epair */ fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value ); } } /* ConvertBSPToMap() exports an quake map file from the bsp */ int ConvertBSPToMap( char *bspName ) { int i, modelNum; FILE *f; bspModel_t *model; entity_t *e; vec3_t origin; const char *value; char name[ 1024 ], base[ 1024 ]; /* note it */ Sys_Printf( "--- Convert BSP to MAP ---\n" ); /* create the bsp filename from the bsp name */ strcpy( name, bspName ); StripExtension( name ); strcat( name, "_converted.map" ); Sys_Printf( "writing %s\n", name ); ExtractFileBase( bspName, base ); strcat( base, ".bsp" ); /* open it */ f = fopen( name, "wb" ); if( f == NULL ) Error( "Open failed on %s\n", name ); /* print header */ fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" ); /* walk entity list */ for( i = 0; i < numEntities; i++ ) { /* get entity */ e = &entities[ i ]; /* start entity */ fprintf( f, "// entity %d\n", i ); fprintf( f, "{\n" ); /* get model num */ if( i == 0 ) modelNum = 0; else { value = ValueForKey( e, "model" ); if( value[ 0 ] == '*' ) modelNum = atoi( value + 1 ); else modelNum = -1; } /* export keys */ ConvertEPairs( f, e, modelNum >= 0 ); fprintf( f, "\n" ); /* only handle bsp models */ if( modelNum >= 0 ) { /* get model */ model = &bspModels[ modelNum ]; /* get entity origin */ value = ValueForKey( e, "origin" ); if( value[ 0 ] == '\0' ) VectorClear( origin ); else GetVectorForKey( e, "origin", origin ); /* convert model */ ConvertModel( f, model, modelNum, origin ); } /* end entity */ fprintf( f, "}\n\n" ); } /* close the file and return */ fclose( f ); /* return to sender */ return 0; }