X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=misc%2Fsource%2Fnetradiant-src%2Ftools%2Fquake3%2Fq3map2%2Fconvert_map.c;fp=misc%2Fsource%2Fnetradiant-src%2Ftools%2Fquake3%2Fq3map2%2Fconvert_map.c;h=0f37665d672aef5ba8136d2d23bed45416db7c02;hb=2376f1d3e3ea56046cca61d87cb8d648034e1a11;hp=0000000000000000000000000000000000000000;hpb=71c85af29fb024d5657f383c6e6f33720cd2c25e;p=voretournament%2Fvoretournament.git diff --git a/misc/source/netradiant-src/tools/quake3/q3map2/convert_map.c b/misc/source/netradiant-src/tools/quake3/q3map2/convert_map.c new file mode 100644 index 00000000..0f37665d --- /dev/null +++ b/misc/source/netradiant-src/tools/quake3/q3map2/convert_map.c @@ -0,0 +1,860 @@ +/* ------------------------------------------------------------------------------- + +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; + 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" ); + 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; + + /* 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 ) ) + { + 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); + valid = 0; + + /* 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); + } + 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], 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, + // DEBUG: valid ? 0 : C_DETAIL + 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); + } + valid = 1; + } + 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], + // DEBUG: valid ? 0 : C_DETAIL + 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, + // DEBUG: valid ? 0 : C_DETAIL + 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, + // DEBUG: valid ? 0 : C_DETAIL + 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); +}