/* ------------------------------------------------------------------------------- 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 && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) { 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); } #define FRAC( x ) ( ( x ) - floor( x ) ) static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives ){ int originSize = 256; char pattern[6][7][3] = { { "+++", "+-+", "-++", "- ", " + ", " - ", "- " }, { "+++", "-++", "++-", "- ", " +", "+ ", " +" }, { "+++", "++-", "+-+", " - ", " +", " - ", " +" }, { "---", "+--", "-+-", "- ", " + ", " - ", "+ " }, { "---", "--+", "+--", "- ", " +", "- ", " +" }, { "---", "-+-", "--+", " - ", " +", " + ", " +" } }; int i; #define S( a,b,c ) ( pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0 ) /* start brush */ fprintf( f, "\t// brush %d\n", num ); fprintf( f, "\t{\n" ); if ( brushPrimitives ) { 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 ) { if ( brushPrimitives ) { 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 ), 1.0f / 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 ), 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 ), "common/origin", 0 ); } else { fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %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 ), "common/origin", FRAC( ( S( i,3,0 ) * origin[0] + S( i,3,1 ) * origin[1] + S( i,3,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize, FRAC( ( S( i,4,0 ) * origin[0] + S( i,4,1 ) * origin[1] + S( i,4,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize, 0.0f, 16.0 / originSize, 16.0 / originSize, 0 ); } } #undef S /* end brush */ if ( brushPrimitives ) { fprintf( f, "\t}\n" ); } fprintf( f, "\t}\n\n" ); } static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives ){ int i, j; bspBrushSide_t *side; side_t *buildSide; bspShader_t *shader; char *texture; plane_t *buildPlane; vec3_t pts[ 3 ]; bspDrawVert_t *vert[3]; /* start brush */ fprintf( f, "\t// brush %d\n", num ); fprintf( f, "\t{\n" ); if ( brushPrimitives ) { 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; /* 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 ) ) { Sys_Printf( "CreateBrushWindings failed\n" ); 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 ); /* 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 ); } if ( vert[0] && vert[1] && vert[2] ) { if ( brushPrimitives ) { int i; vec3_t texX, texY; vec2_t xyI, xyJ, xyK; vec2_t stI, stJ, stK; vec_t D, D0, D1, D2; ComputeAxisBase( buildPlane->normal, texX, texY ); xyI[0] = DotProduct( vert[0]->xyz, texX ); xyI[1] = DotProduct( vert[0]->xyz, texY ); xyJ[0] = DotProduct( vert[1]->xyz, texX ); xyJ[1] = DotProduct( vert[1]->xyz, texY ); xyK[0] = DotProduct( vert[2]->xyz, texX ); xyK[1] = DotProduct( vert[2]->xyz, texY ); 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( xyI[0], xyI[1], 1, xyJ[0], xyJ[1], 1, xyK[0], xyK[1], 1 ); if ( D != 0 ) { for ( i = 0; i < 2; ++i ) { D0 = Det3x3( stI[i], xyI[1], 1, stJ[i], xyJ[1], 1, stK[i], xyK[1], 1 ); D1 = Det3x3( xyI[0], stI[i], 1, xyJ[0], stJ[i], 1, xyK[0], stK[i], 1 ); D2 = Det3x3( xyI[0], xyI[1], stI[i], xyJ[0], xyJ[1], stJ[i], xyK[0], xyK[1], stK[i] ); VectorSet( buildSide->texMat[i], D0 / D, D1 / D, D2 / D ); } } 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], xyI[0], xyI[1], vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1], vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1] ); } /* 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], FRAC( buildSide->texMat[0][2] ), buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC( buildSide->texMat[1][2] ), texture, 0 ); } else { // invert QuakeTextureVecs int i; vec3_t vecs[2]; int sv, tv; vec2_t stI, stJ, stK; vec3_t sts[2]; vec2_t shift, scale; vec_t rotate; vec_t D, D0, D1, D2; TextureAxisFromPlane( buildPlane, vecs[0], vecs[1] ); if ( vecs[0][0] ) { sv = 0; } else if ( vecs[0][1] ) { sv = 1; } else{ sv = 2; } if ( vecs[1][0] ) { tv = 0; } else if ( vecs[1][1] ) { tv = 1; } else{ tv = 2; } stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight; stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight; stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight; D = Det3x3( vert[0]->xyz[sv], vert[0]->xyz[tv], 1, vert[1]->xyz[sv], vert[1]->xyz[tv], 1, vert[2]->xyz[sv], vert[2]->xyz[tv], 1 ); if ( D != 0 ) { for ( i = 0; i < 2; ++i ) { D0 = Det3x3( stI[i], vert[0]->xyz[tv], 1, stJ[i], vert[1]->xyz[tv], 1, stK[i], vert[2]->xyz[tv], 1 ); D1 = Det3x3( vert[0]->xyz[sv], stI[i], 1, vert[1]->xyz[sv], stJ[i], 1, vert[2]->xyz[sv], stK[i], 1 ); D2 = Det3x3( vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i], vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i], vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i] ); VectorSet( sts[i], D0 / D, D1 / D, D2 / D ); } } else{ fprintf( stderr, "degenerate triangle found when solving texDef equations\n" ); // FIXME add stuff here } // now we must solve: // // now we must invert: // ang = rotate / 180 * Q_PI; // sinv = sin(ang); // cosv = cos(ang); // ns = cosv * vecs[0][sv]; // nt = sinv * vecs[0][sv]; // vecsrotscaled[0][sv] = ns / scale[0]; // vecsrotscaled[0][tv] = nt / scale[0]; // ns = -sinv * vecs[1][tv]; // nt = cosv * vecs[1][tv]; // vecsrotscaled[1][sv] = ns / scale[1]; // vecsrotscaled[1][tv] = nt / scale[1]; scale[0] = 1.0 / sqrt( sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1] ); scale[1] = 1.0 / sqrt( sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1] ); 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 ); shift[0] = buildSide->shaderInfo->shaderWidth * FRAC( sts[0][2] / buildSide->shaderInfo->shaderWidth ); shift[1] = buildSide->shaderInfo->shaderHeight * FRAC( sts[1][2] / buildSide->shaderInfo->shaderHeight ); /* 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 %.8f %.8f %.8f %.8f %.8f %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 ], texture, shift[0], shift[1], rotate, scale[0], scale[1], 0 ); } } else { vec3_t vecs[ 2 ]; if ( strncmp( buildSide->shaderInfo->shader, "textures/common/", 16 ) ) { if ( strcmp( buildSide->shaderInfo->shader, "noshader" ) ) { if ( strcmp( buildSide->shaderInfo->shader, "default" ) ) { fprintf( stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader ); texture = "common/WTF"; } } } MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] ); VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] ); if ( brushPrimitives ) { 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 ], 1.0f / 16.0f, 0.0f, 0.0f, 0.0f, 1.0f / 16.0f, 0.0f, texture, 0 ); } else { fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %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 ], texture, 0.0f, 0.0f, 0.0f, 0.25f, 0.25f, 0 ); } } } /* end brush */ if ( brushPrimitives ) { fprintf( f, "\t}\n" ); } fprintf( f, "\t}\n\n" ); } #undef FRAC #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, qboolean brushPrimitives ){ 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, brushPrimitives ); } /* 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, brushPrimitives ); } /* 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_Ext( char *bspName, qboolean brushPrimitives ){ 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, brushPrimitives ); } /* end entity */ fprintf( f, "}\n\n" ); } /* close the file and return */ fclose( f ); /* return to sender */ return 0; } int ConvertBSPToMap( char *bspName ){ return ConvertBSPToMap_Ext( bspName, qfalse ); } int ConvertBSPToMap_BP( char *bspName ){ return ConvertBSPToMap_Ext( bspName, qtrue ); }