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1 /*\r
2 Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
4 \r
5 This file is part of GtkRadiant.\r
6 \r
7 GtkRadiant is free software; you can redistribute it and/or modify\r
8 it under the terms of the GNU General Public License as published by\r
9 the Free Software Foundation; either version 2 of the License, or\r
10 (at your option) any later version.\r
11 \r
12 GtkRadiant is distributed in the hope that it will be useful,\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
15 GNU General Public License for more details.\r
16 \r
17 You should have received a copy of the GNU General Public License\r
18 along with GtkRadiant; if not, write to the Free Software\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
20 \r
21 ----------------------------------------------------------------------------------\r
22 \r
23 This code has been altered significantly from its original form, to support\r
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
25 \r
26 ------------------------------------------------------------------------------- */\r
27 \r
28 \r
29 \r
30 /* marker */\r
31 #define CONVERT_ASE_C\r
32 \r
33 \r
34 \r
35 /* dependencies */\r
36 #include "q3map2.h"\r
37 \r
38 \r
39 \r
40 /*\r
41 ConvertSurface()\r
42 converts a bsp drawsurface to an ase chunk\r
43 */\r
44 \r
45 static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )\r
46 {\r
47         int                             i, v, face, a, b, c;\r
48         bspDrawVert_t   *dv;\r
49         vec3_t                  normal;\r
50         char                    name[ 1024 ];\r
51         \r
52         \r
53         /* ignore patches for now */\r
54         if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )\r
55                 return;\r
56         \r
57         /* print object header for each dsurf */\r
58         sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );\r
59         fprintf( f, "*GEOMOBJECT\t{\r\n" );\r
60         fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );\r
61         fprintf( f, "\t*NODE_TM\t{\r\n" );\r
62         fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );\r
63         fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );\r
64         fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );\r
65         fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );\r
66         fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );\r
67         fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );\r
68         fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );\r
69         fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );\r
70         fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );\r
71         fprintf( f, "\t}\r\n" );\r
72         \r
73         /* print mesh header */\r
74         fprintf( f, "\t*MESH\t{\r\n" );\r
75         fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );\r
76         fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );\r
77         fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );\r
78         switch( ds->surfaceType )\r
79         {\r
80                 case MST_PLANAR:\r
81                         fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );\r
82                         break;\r
83                 case MST_TRIANGLE_SOUP:\r
84                         fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );\r
85                         break;\r
86         }\r
87         \r
88         /* export vertex xyz */\r
89         fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );\r
90         for( i = 0; i < ds->numVerts; i++ )\r
91         {\r
92                 v = i + ds->firstVert;\r
93                 dv = &bspDrawVerts[ v ];\r
94                 fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );\r
95         }\r
96         fprintf( f, "\t\t}\r\n" );\r
97 \r
98         /* export vertex normals */\r
99         fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );\r
100         for( i = 0; i < ds->numIndexes; i += 3 )\r
101         {\r
102                 face = (i / 3);\r
103                 a = bspDrawIndexes[ i + ds->firstIndex ];\r
104                 b = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
105                 c = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
106                 VectorCopy( bspDrawVerts[ a ].normal, normal );\r
107                 VectorAdd( normal, bspDrawVerts[ b ].normal, normal );\r
108                 VectorAdd( normal, bspDrawVerts[ c ].normal, normal );\r
109                 if( VectorNormalize( normal, normal ) )\r
110                         fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );\r
111         }\r
112         for( i = 0; i < ds->numVerts; i++ )\r
113         {\r
114                 v = i + ds->firstVert;\r
115                 dv = &bspDrawVerts[ v ];\r
116                 fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );\r
117         }\r
118         fprintf( f, "\t\t}\r\n" );\r
119         \r
120         /* export faces */\r
121         fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );\r
122         for( i = 0; i < ds->numIndexes; i += 3 )\r
123         {\r
124                 face = (i / 3);\r
125                 a = bspDrawIndexes[ i + ds->firstIndex ];\r
126                 c = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
127                 b = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
128                 fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",\r
129                         face, a, b, c );\r
130         }\r
131         fprintf( f, "\t\t}\r\n" );\r
132         \r
133         /* export vertex st */\r
134         fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );\r
135         fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );\r
136         for( i = 0; i < ds->numVerts; i++ )\r
137         {\r
138                 v = i + ds->firstVert;\r
139                 dv = &bspDrawVerts[ v ];\r
140                 fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );\r
141         }\r
142         fprintf( f, "\t\t}\r\n" );\r
143         \r
144         /* export texture faces */\r
145         fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );\r
146         fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );\r
147         for( i = 0; i < ds->numIndexes; i += 3 )\r
148         {\r
149                 face = (i / 3);\r
150                 a = bspDrawIndexes[ i + ds->firstIndex ];\r
151                 c = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
152                 b = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
153                 fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );\r
154         }\r
155         fprintf( f, "\t\t}\r\n" );\r
156         \r
157         /* print mesh footer */\r
158         fprintf( f, "\t}\r\n" );\r
159 \r
160         /* print object footer */\r
161         fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );\r
162         fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );\r
163         fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );\r
164         fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );\r
165         fprintf( f, "}\r\n" );\r
166 }\r
167 \r
168 \r
169 \r
170 /*\r
171 ConvertModel()\r
172 exports a bsp model to an ase chunk\r
173 */\r
174 \r
175 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )\r
176 {\r
177         int                                     i, s;\r
178         bspDrawSurface_t        *ds;\r
179         \r
180         \r
181         /* go through each drawsurf in the model */\r
182         for( i = 0; i < model->numBSPSurfaces; i++ )\r
183         {\r
184                 s = i + model->firstBSPSurface;\r
185                 ds = &bspDrawSurfaces[ s ];\r
186                 ConvertSurface( f, model, modelNum, ds, s, origin );\r
187         }\r
188 }\r
189 \r
190 \r
191 \r
192 /*\r
193 ConvertShader()\r
194 exports a bsp shader to an ase chunk\r
195 */\r
196 \r
197 /*\r
198         *MATERIAL 0 {\r
199                 *MATERIAL_NAME "models/test/rock16l"\r
200                 *MATERIAL_CLASS "Standard"\r
201                 *MATERIAL_AMBIENT 0.5882        0.5882  0.5882\r
202                 *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882\r
203                 *MATERIAL_SPECULAR 0.5882       0.5882  0.5882\r
204                 *MATERIAL_SHINE 0.0000\r
205                 *MATERIAL_SHINESTRENGTH 0.0000\r
206                 *MATERIAL_TRANSPARENCY 0.0000\r
207                 *MATERIAL_WIRESIZE 1.0000\r
208                 *MATERIAL_SHADING Phong\r
209                 *MATERIAL_XP_FALLOFF 0.0000\r
210                 *MATERIAL_SELFILLUM 0.0000\r
211                 *MATERIAL_FALLOFF In\r
212                 *MATERIAL_XP_TYPE Filter\r
213                 *MAP_DIFFUSE {\r
214                         *MAP_NAME "Map #2"\r
215                         *MAP_CLASS "Bitmap"\r
216                         *MAP_SUBNO 1\r
217                         *MAP_AMOUNT 1.0000\r
218                         *BITMAP "models/test/rock16l"\r
219                         *MAP_TYPE Screen\r
220                         *UVW_U_OFFSET 0.0000\r
221                         *UVW_V_OFFSET 0.0000\r
222                         *UVW_U_TILING 1.0000\r
223                         *UVW_V_TILING 1.0000\r
224                         *UVW_ANGLE 0.0000\r
225                         *UVW_BLUR 1.0000\r
226                         *UVW_BLUR_OFFSET 0.0000\r
227                         *UVW_NOUSE_AMT 1.0000\r
228                         *UVW_NOISE_SIZE 1.0000\r
229                         *UVW_NOISE_LEVEL 1\r
230                         *UVW_NOISE_PHASE 0.0000\r
231                         *BITMAP_FILTER Pyramidal\r
232                 }\r
233         }\r
234 */\r
235 \r
236 static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )\r
237 {\r
238         shaderInfo_t    *si;\r
239         char                    *c, filename[ 1024 ];\r
240         \r
241         \r
242         /* get shader */\r
243         si = ShaderInfoForShader( shader->shader );\r
244         if( si == NULL )\r
245         {\r
246                 Sys_Printf( "WARNING: NULL shader in BSP\n" );\r
247                 return;\r
248         }\r
249         \r
250         /* set bitmap filename */\r
251         if( si->shaderImage->filename[ 0 ] != '*' )\r
252                 strcpy( filename, si->shaderImage->filename );\r
253         else\r
254                 sprintf( filename, "%s.tga", si->shader );\r
255         for( c = filename; *c != '\0'; c++ )\r
256                 if( *c == '/' )\r
257                         *c = '\\';\r
258         \r
259         /* print shader info */\r
260         fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );\r
261         fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );\r
262         fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );\r
263         fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );\r
264         fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );\r
265         \r
266         /* print map info */\r
267         fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );\r
268         fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );\r
269         fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");\r
270         fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );\r
271         fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );\r
272         fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );\r
273         fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );\r
274         fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );\r
275         fprintf( f, "\t\t}\r\n" );\r
276         \r
277         fprintf( f, "\t}\r\n" );\r
278 }\r
279 \r
280 \r
281 \r
282 /*\r
283 ConvertBSPToASE()\r
284 exports an 3d studio ase file from the bsp\r
285 */\r
286 \r
287 int ConvertBSPToASE( char *bspName )\r
288 {\r
289         int                             i, modelNum;\r
290         FILE                    *f;\r
291         bspShader_t             *shader;\r
292         bspModel_t              *model;\r
293         entity_t                *e;\r
294         vec3_t                  origin;\r
295         const char              *key;\r
296         char                    name[ 1024 ], base[ 1024 ];\r
297         \r
298         \r
299         /* note it */\r
300         Sys_Printf( "--- Convert BSP to ASE ---\n" );\r
301 \r
302         /* create the ase filename from the bsp name */\r
303         strcpy( name, bspName );\r
304         StripExtension( name );\r
305         strcat( name, ".ase" );\r
306         Sys_Printf( "writing %s\n", name );\r
307         \r
308         ExtractFileBase( bspName, base );\r
309         strcat( base, ".bsp" );\r
310         \r
311         /* open it */\r
312         f = fopen( name, "wb" );\r
313         if( f == NULL )\r
314                 Error( "Open failed on %s\n", name );\r
315         \r
316         /* print header */\r
317         fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );\r
318         fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );\r
319         fprintf( f, "*SCENE\t{\r\n" );\r
320         fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );\r
321         fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );\r
322         fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );\r
323         fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );\r
324         fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );\r
325         fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );\r
326         fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );\r
327         fprintf( f, "}\r\n" );\r
328         \r
329         /* print materials */\r
330         fprintf( f, "*MATERIAL_LIST\t{\r\n" );\r
331         fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );\r
332         for( i = 0; i < numBSPShaders; i++ )\r
333         {\r
334                 shader = &bspShaders[ i ];\r
335                 ConvertShader( f, shader, i );\r
336         }\r
337         fprintf( f, "}\r\n" );\r
338         \r
339         /* walk entity list */\r
340         for( i = 0; i < numEntities; i++ )\r
341         {\r
342                 /* get entity and model */\r
343                 e = &entities[ i ];\r
344                 if( i == 0 )\r
345                         modelNum = 0;\r
346                 else\r
347                 {\r
348                         key = ValueForKey( e, "model" );\r
349                         if( key[ 0 ] != '*' )\r
350                                 continue;\r
351                         modelNum = atoi( key + 1 );\r
352                 }\r
353                 model = &bspModels[ modelNum ];\r
354                 \r
355                 /* get entity origin */\r
356                 key = ValueForKey( e, "origin" );\r
357                 if( key[ 0 ] == '\0' )\r
358                         VectorClear( origin );\r
359                 else\r
360                         GetVectorForKey( e, "origin", origin );\r
361                 \r
362                 /* convert model */\r
363                 ConvertModel( f, model, modelNum, origin );\r
364         }\r
365         \r
366         /* close the file and return */\r
367         fclose( f );\r
368         \r
369         /* return to sender */\r
370         return 0;\r
371 }\r
372 \r
373 \r
374 \r