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)
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 static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives )
150 char pattern[6][5][3] = {
151 { "+++", "+-+", "-++", " - ", "- " },
152 { "+++", "-++", "++-", "+ ", " +" },
153 { "+++", "++-", "+-+", " - ", " +" },
154 { "---", "+--", "-+-", " - ", "+ " },
155 { "---", "--+", "+--", "- ", " +" },
156 { "---", "-+-", "--+", " + ", " +" }
159 #define S(a,b,c) (pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0)
160 #define FRAC(x) ((x) - floor(x))
163 fprintf( f, "\t// brush %d\n", num );
164 fprintf( f, "\t{\n" );
167 fprintf( f, "\tbrushDef\n" );
168 fprintf( f, "\t{\n" );
170 /* print brush side */
171 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
173 for(i = 0; i < 6; ++i)
177 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
178 origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
179 origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
180 origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
181 1.0f/16.0f, 0.0f, FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5),
182 0.0f, 1.0f/16.0f, FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5),
189 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
190 origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
191 origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
192 origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
194 FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5),
195 FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5),
206 fprintf( f, "\t}\n" );
207 fprintf( f, "\t}\n\n" );
210 static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
213 bspBrushSide_t *side;
220 bspDrawVert_t *vert[3];
225 fprintf( f, "\t// brush %d\n", num );
226 fprintf( f, "\t{\n" );
229 fprintf( f, "\tbrushDef\n" );
230 fprintf( f, "\t{\n" );
233 /* clear out build brush */
234 for( i = 0; i < buildBrush->numsides; i++ )
236 buildSide = &buildBrush->sides[ i ];
237 if( buildSide->winding != NULL )
239 FreeWinding( buildSide->winding );
240 buildSide->winding = NULL;
243 buildBrush->numsides = 0;
245 /* iterate through bsp brush sides */
246 for( i = 0; i < brush->numSides; i++ )
249 side = &bspBrushSides[ brush->firstSide + i ];
252 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
254 shader = &bspShaders[ side->shaderNum ];
255 //if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
259 plane = &bspPlanes[ side->planeNum ];
262 buildSide = &buildBrush->sides[ buildBrush->numsides ];
263 buildBrush->numsides++;
266 buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
267 buildSide->planenum = side->planeNum;
268 buildSide->winding = NULL;
271 /* make brush windings */
272 if( !CreateBrushWindings( buildBrush ) )
274 Sys_Printf( "CreateBrushWindings failed\n" );
278 /* iterate through build brush sides */
279 for( i = 0; i < buildBrush->numsides; i++ )
282 buildSide = &buildBrush->sides[ i ];
285 buildPlane = &mapplanes[ buildSide->planenum ];
288 if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
291 // st-texcoords -> texMat block
292 // start out with dummy
293 VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
294 VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
296 // find surface for this side (by brute force)
298 // - meshverts point in pairs of three into verts
300 // - find the triangle that has most in common with our side
301 GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
304 /* get texture name */
305 if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
306 texture = buildSide->shaderInfo->shader + 9;
308 texture = buildSide->shaderInfo->shader;
310 /* get plane points and offset by origin */
311 for( j = 0; j < 3; j++ )
313 VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
314 //% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
315 //% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
316 //% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
319 if(vert[0] && vert[1] && vert[2])
325 vec2_t xyI, xyJ, xyK;
326 vec2_t stI, stJ, stK;
329 ComputeAxisBase(buildPlane->normal, texX, texY);
331 xyI[0] = DotProduct(vert[0]->xyz, texX);
332 xyI[1] = DotProduct(vert[0]->xyz, texY);
333 xyJ[0] = DotProduct(vert[1]->xyz, texX);
334 xyJ[1] = DotProduct(vert[1]->xyz, texY);
335 xyK[0] = DotProduct(vert[2]->xyz, texX);
336 xyK[1] = DotProduct(vert[2]->xyz, texY);
337 stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
338 stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
339 stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
341 // - solve linear equations:
342 // - (x, y) := xyz . (texX, texY)
343 // - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
344 // (for three vertices)
352 for(i = 0; i < 2; ++i)
365 xyI[0], xyI[1], stI[i],
366 xyJ[0], xyJ[1], stJ[i],
367 xyK[0], xyK[1], stK[i]
369 VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
374 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",
375 buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
376 vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
377 texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
378 vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
379 vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
380 vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
383 /* print brush side */
384 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
385 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
386 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
387 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
388 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
389 buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2],
390 buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2],
392 // DEBUG: valid ? 0 : C_DETAIL
398 // invert QuakeTextureVecs
402 vec2_t stI, stJ, stK;
408 TextureAxisFromPlane(buildPlane, vecs[0], vecs[1]);
422 stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
423 stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
424 stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
427 vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
428 vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
429 vert[2]->xyz[sv], vert[2]->xyz[tv], 1
433 for(i = 0; i < 2; ++i)
436 stI[i], vert[0]->xyz[tv], 1,
437 stJ[i], vert[1]->xyz[tv], 1,
438 stK[i], vert[2]->xyz[tv], 1
441 vert[0]->xyz[sv], stI[i], 1,
442 vert[1]->xyz[sv], stJ[i], 1,
443 vert[2]->xyz[sv], stK[i], 1
446 vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
447 vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
448 vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
450 VectorSet(sts[i], D0 / D, D1 / D, D2 / D);
455 fprintf(stderr, "degenerate triangle found when solving texDef equations\n"); // FIXME add stuff here
457 // now we must solve:
458 // // now we must invert:
459 // ang = rotate / 180 * Q_PI;
462 // ns = cosv * vecs[0][sv];
463 // nt = sinv * vecs[0][sv];
464 // vecsrotscaled[0][sv] = ns / scale[0];
465 // vecsrotscaled[0][tv] = nt / scale[0];
466 // ns = -sinv * vecs[1][tv];
467 // nt = cosv * vecs[1][tv];
468 // vecsrotscaled[1][sv] = ns / scale[1];
469 // vecsrotscaled[1][tv] = nt / scale[1];
470 scale[0] = 1.0/sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
471 scale[1] = 1.0/sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
472 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);
473 shift[0] = sts[0][2];
474 shift[1] = sts[1][2];
476 /* print brush side */
477 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
478 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
479 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
480 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
481 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
483 shift[0], shift[1], rotate, scale[0], scale[1],
484 // DEBUG: valid ? 0 : C_DETAIL
492 if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
493 if(strcmp(buildSide->shaderInfo->shader, "noshader"))
494 if(strcmp(buildSide->shaderInfo->shader, "default"))
495 fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
497 MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
498 VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
499 VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
500 VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
503 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
504 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
505 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
506 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
507 1.0f/16.0f, 0.0f, 0.0f,
508 0.0f, 1.0f/16.0f, 0.0f,
510 // DEBUG: valid ? 0 : C_DETAIL
516 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
517 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
518 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
519 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
521 0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
522 // DEBUG: valid ? 0 : C_DETAIL
532 fprintf( f, "\t}\n" );
534 fprintf( f, "\t}\n\n" );
538 /* iterate through the brush sides (ignore the first 6 bevel planes) */
539 for( i = 0; i < brush->numSides; i++ )
542 side = &bspBrushSides[ brush->firstSide + i ];
545 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
547 shader = &bspShaders[ side->shaderNum ];
548 if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
551 /* get texture name */
552 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
553 texture = shader->shader + 9;
555 texture = shader->shader;
558 plane = &bspPlanes[ side->planeNum ];
560 /* make plane points */
565 MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
566 VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
567 VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
568 VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
571 /* offset by origin */
572 for( j = 0; j < 3; j++ )
573 VectorAdd( pts[ j ], origin, pts[ j ] );
575 /* print brush side */
576 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
577 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",
578 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
579 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
580 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
589 converts a bsp patch to a map patch
597 ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
605 static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
615 if( ds->surfaceType != MST_PATCH )
619 if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
621 shader = &bspShaders[ ds->shaderNum ];
623 /* get texture name */
624 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
625 texture = shader->shader + 9;
627 texture = shader->shader;
630 fprintf( f, "\t// patch %d\n", num );
631 fprintf( f, "\t{\n" );
632 fprintf( f, "\t\tpatchDef2\n" );
633 fprintf( f, "\t\t{\n" );
634 fprintf( f, "\t\t\t%s\n", texture );
635 fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
636 fprintf( f, "\t\t\t(\n" );
638 /* iterate through the verts */
639 for( x = 0; x < ds->patchWidth; x++ )
642 fprintf( f, "\t\t\t\t(" );
644 /* iterate through the row */
645 for( y = 0; y < ds->patchHeight; y++ )
648 dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
651 VectorAdd( origin, dv->xyz, xyz );
654 fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
658 fprintf( f, " )\n" );
662 fprintf( f, "\t\t\t)\n" );
663 fprintf( f, "\t\t}\n" );
664 fprintf( f, "\t}\n\n" );
671 exports a bsp model to a map file
674 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
678 bspDrawSurface_t *ds;
681 /* convert bsp planes to map planes */
682 nummapplanes = numBSPPlanes;
683 AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024);
684 for( i = 0; i < numBSPPlanes; i++ )
686 VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
687 mapplanes[ i ].dist = bspPlanes[ i ].dist;
688 mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
689 mapplanes[ i ].hash_chain = 0;
692 /* allocate a build brush */
693 buildBrush = AllocBrush( 512 );
694 buildBrush->entityNum = 0;
695 buildBrush->original = buildBrush;
697 if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
698 ConvertOriginBrush(f, -1, origin, brushPrimitives);
700 /* go through each brush in the model */
701 for( i = 0; i < model->numBSPBrushes; i++ )
703 num = i + model->firstBSPBrush;
704 brush = &bspBrushes[ num ];
705 ConvertBrush( f, num, brush, origin, brushPrimitives );
708 /* free the build brush */
711 /* go through each drawsurf in the model */
712 for( i = 0; i < model->numBSPSurfaces; i++ )
714 num = i + model->firstBSPSurface;
715 ds = &bspDrawSurfaces[ num ];
717 /* we only love patches */
718 if( ds->surfaceType == MST_PATCH )
719 ConvertPatch( f, num, ds, origin );
727 exports entity key/value pairs to a map file
730 static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin )
736 for( ep = e->epairs; ep != NULL; ep = ep->next )
738 /* ignore empty keys/values */
739 if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
742 /* ignore model keys with * prefixed values */
743 if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
746 /* ignore origin keys if skip_origin is set */
747 if( skip_origin && !Q_stricmp( ep->key, "origin" ) )
751 fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
759 exports an quake map file from the bsp
762 int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
770 char name[ 1024 ], base[ 1024 ];
774 Sys_Printf( "--- Convert BSP to MAP ---\n" );
776 /* create the bsp filename from the bsp name */
777 strcpy( name, bspName );
778 StripExtension( name );
779 strcat( name, "_converted.map" );
780 Sys_Printf( "writing %s\n", name );
782 ExtractFileBase( bspName, base );
783 strcat( base, ".bsp" );
786 f = fopen( name, "wb" );
788 Error( "Open failed on %s\n", name );
791 fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
793 /* walk entity list */
794 for( i = 0; i < numEntities; i++ )
800 fprintf( f, "// entity %d\n", i );
808 value = ValueForKey( e, "model" );
809 if( value[ 0 ] == '*' )
810 modelNum = atoi( value + 1 );
816 ConvertEPairs( f, e, modelNum >= 0 );
819 /* only handle bsp models */
823 model = &bspModels[ modelNum ];
825 /* get entity origin */
826 value = ValueForKey( e, "origin" );
827 if( value[ 0 ] == '\0' )
828 VectorClear( origin );
830 GetVectorForKey( e, "origin", origin );
833 ConvertModel( f, model, modelNum, origin, brushPrimitives );
837 fprintf( f, "}\n\n" );
840 /* close the file and return */
843 /* return to sender */
847 int ConvertBSPToMap( char *bspName )
849 return ConvertBSPToMap_Ext(bspName, qfalse);
852 int ConvertBSPToMap_BP( char *bspName )
854 return ConvertBSPToMap_Ext(bspName, qtrue);