/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
+ 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."
+ 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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/*
-ConvertSurface()
-converts a bsp drawsurface to an obj chunk
-*/
+ ConvertSurface()
+ converts a bsp drawsurface to an obj chunk
+ */
int firstLightmap = 0;
int lastLightmap = -1;
int objVertexCount = 0;
int objLastShaderNum = -1;
-static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
-{
- int i, v, a, b, c;
- bspDrawVert_t *dv;
-
+static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ){
+ int i, v, a, b, c;
+ bspDrawVert_t *dv;
+
/* ignore patches for now */
- if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
+ if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
return;
+ }
- fprintf(f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum);
- switch( ds->surfaceType )
+ fprintf( f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum );
+ switch ( ds->surfaceType )
{
- case MST_PLANAR:
- fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
- break;
- case MST_TRIANGLE_SOUP:
- fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
- break;
+ case MST_PLANAR:
+ fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
+ break;
+ case MST_TRIANGLE_SOUP:
+ fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
+ break;
}
/* export shader */
- if(lightmapsAsTexcoord)
- {
- if(objLastShaderNum != ds->lightmapNum[0])
- {
- fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap);
+ if ( lightmapsAsTexcoord ) {
+ if ( objLastShaderNum != ds->lightmapNum[0] ) {
+ fprintf( f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap );
objLastShaderNum = ds->lightmapNum[0] + deluxemap;
}
- if(ds->lightmapNum[0] + (int)deluxemap < firstLightmap)
- {
- Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+ if ( ds->lightmapNum[0] + (int)deluxemap < firstLightmap ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
firstLightmap = ds->lightmapNum[0] + deluxemap;
}
- if(ds->lightmapNum[0] > lastLightmap)
- {
- Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+ if ( ds->lightmapNum[0] > lastLightmap ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
lastLightmap = ds->lightmapNum[0] + deluxemap;
}
}
else
{
- if(objLastShaderNum != ds->shaderNum)
- {
- fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
+ if ( objLastShaderNum != ds->shaderNum ) {
+ fprintf( f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader );
objLastShaderNum = ds->shaderNum;
}
}
-
+
/* export vertex */
- for( i = 0; i < ds->numVerts; i++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
- fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
- fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
- fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
- if(lightmapsAsTexcoord)
- fprintf(f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1]);
- else
- fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ]);
+ fprintf( f, "# vertex %d\r\n", i + objVertexCount + 1 );
+ fprintf( f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
+ fprintf( f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
+ if ( lightmapsAsTexcoord ) {
+ fprintf( f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1] );
+ }
+ else{
+ fprintf( f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ] );
+ }
}
/* export faces */
- for( i = 0; i < ds->numIndexes; i += 3 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
- fprintf(f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
- a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1,
- b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1,
- c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
- );
+ fprintf( f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
+ a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1,
+ b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1,
+ c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
+ );
}
objVertexCount += ds->numVerts;
/*
-ConvertModel()
-exports a bsp model to an ase chunk
-*/
-
-static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
-{
- int i, s;
- bspDrawSurface_t *ds;
-
-
+ ConvertModel()
+ exports a bsp model to an ase chunk
+ */
+
+static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){
+ int i, s;
+ bspDrawSurface_t *ds;
+
+
/* go through each drawsurf in the model */
- for( i = 0; i < model->numBSPSurfaces; i++ )
+ for ( i = 0; i < model->numBSPSurfaces; i++ )
{
s = i + model->firstBSPSurface;
ds = &bspDrawSurfaces[ s ];
/*
-ConvertShader()
-exports a bsp shader to an ase chunk
-*/
-
-static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
-{
- shaderInfo_t *si;
- char filename[ 1024 ];
-
-
+ ConvertShader()
+ exports a bsp shader to an ase chunk
+ */
+
+static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ){
+ shaderInfo_t *si;
+ char filename[ 1024 ];
+
+
/* get shader */
si = ShaderInfoForShader( shader->shader );
- if( si == NULL )
- {
- Sys_Printf( "WARNING: NULL shader in BSP\n" );
+ if ( si == NULL ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: NULL shader in BSP\n" );
return;
}
-
+
/* set bitmap filename */
- if( si->shaderImage->filename[ 0 ] != '*' )
+ if ( si->shaderImage->filename[ 0 ] != '*' ) {
strcpy( filename, si->shaderImage->filename );
- else
+ }
+ else{
sprintf( filename, "%s.tga", si->shader );
+ }
/* blender hates this, so let's not do it
- for( c = filename; *c != '\0'; c++ )
- if( *c == '/' )
- *c = '\\';
- */
-
+ for( c = filename; *c != '\0'; c++ )
+ if( *c == '/' )
+ *c = '\\';
+ */
+
/* print shader info */
fprintf( f, "newmtl %s\r\n", shader->shader );
fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
- if(shadersAsBitmap)
+ if ( shadersAsBitmap ) {
fprintf( f, "map_Kd %s\r\n", shader->shader );
- else
- /* blender hates this, so let's not do it
- fprintf( f, "map_Kd ..\\%s\r\n", filename );
- */
+ }
+ else{
+ /* blender hates this, so let's not do it
+ fprintf( f, "map_Kd ..\\%s\r\n", filename );
+ */
fprintf( f, "map_Kd ../%s\r\n", filename );
+ }
}
-static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum )
-{
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum ){
/* print shader info */
fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
- if(lightmapNum >= 0)
- /* blender hates this, so let's not do it
- fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
- */
+ if ( lightmapNum >= 0 ) {
+ /* blender hates this, so let's not do it
+ fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
+ */
fprintf( f, "map_Kd %s/lm_%04d.tga\r\n", base, lightmapNum );
+ }
}
/*
-ConvertBSPToASE()
-exports an 3d studio ase file from the bsp
-*/
-
-int ConvertBSPToOBJ( char *bspName )
-{
- int i, modelNum;
- FILE *f, *fmtl;
- bspShader_t *shader;
- bspModel_t *model;
- entity_t *e;
- vec3_t origin;
- const char *key;
- char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
-
-
+ ConvertBSPToASE()
+ exports an 3d studio ase file from the bsp
+ */
+
+int ConvertBSPToOBJ( char *bspName ){
+ int i, modelNum;
+ FILE *f, *fmtl;
+ bspShader_t *shader;
+ bspModel_t *model;
+ entity_t *e;
+ vec3_t origin;
+ const char *key;
+ char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
+
+
/* note it */
Sys_Printf( "--- Convert BSP to OBJ ---\n" );
StripExtension( mtlname );
strcat( mtlname, ".mtl" );
Sys_Printf( "writing %s\n", mtlname );
-
+
ExtractFileBase( bspName, base );
-
+
/* open it */
f = fopen( name, "wb" );
- if( f == NULL )
+ if ( f == NULL ) {
Error( "Open failed on %s\n", name );
+ }
fmtl = fopen( mtlname, "wb" );
- if( fmtl == NULL )
+ if ( fmtl == NULL ) {
Error( "Open failed on %s\n", mtlname );
-
+ }
+
/* print header */
fprintf( f, "o %s\r\n", base );
fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
fprintf( f, "mtllib %s.mtl\r\n", base );
fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
- if(lightmapsAsTexcoord)
- {
+ if ( lightmapsAsTexcoord ) {
int lightmapCount;
- for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
;
- for( ; ; lightmapCount++ )
+ for ( ; ; lightmapCount++ )
{
char buf[1024];
FILE *tmp;
- snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", dirname, lightmapCount);
- buf[sizeof(buf) - 1] = 0;
- tmp = fopen(buf, "rb");
- if(!tmp)
+ snprintf( buf, sizeof( buf ), "%s/lm_%04d.tga", dirname, lightmapCount );
+ buf[sizeof( buf ) - 1] = 0;
+ tmp = fopen( buf, "rb" );
+ if ( !tmp ) {
break;
- fclose(tmp);
+ }
+ fclose( tmp );
}
lastLightmap = lightmapCount - 1;
}
else
{
- for( i = 0; i < numBSPShaders; i++ )
+ for ( i = 0; i < numBSPShaders; i++ )
{
shader = &bspShaders[ i ];
ConvertShaderToMTL( fmtl, shader, i );
}
}
-
+
/* walk entity list */
- for( i = 0; i < numEntities; i++ )
+ for ( i = 0; i < numEntities; i++ )
{
/* get entity and model */
e = &entities[ i ];
- if( i == 0 )
+ if ( i == 0 ) {
modelNum = 0;
+ }
else
{
key = ValueForKey( e, "model" );
- if( key[ 0 ] != '*' )
+ if ( key[ 0 ] != '*' ) {
continue;
+ }
modelNum = atoi( key + 1 );
}
model = &bspModels[ modelNum ];
-
+
/* get entity origin */
key = ValueForKey( e, "origin" );
- if( key[ 0 ] == '\0' )
+ if ( key[ 0 ] == '\0' ) {
VectorClear( origin );
- else
+ }
+ else{
GetVectorForKey( e, "origin", origin );
-
+ }
+
/* convert model */
ConvertModelToOBJ( f, model, modelNum, origin );
}
-
- if(lightmapsAsTexcoord)
- {
- for( i = firstLightmap; i <= lastLightmap; i++ )
+
+ if ( lightmapsAsTexcoord ) {
+ for ( i = firstLightmap; i <= lastLightmap; i++ )
ConvertLightmapToMTL( fmtl, base, i );
}
/* close the file and return */
fclose( f );
fclose( fmtl );
-
+
/* return to sender */
return 0;
}
-
-
-