]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/source/netradiant-src/tools/quake3/q3map2/convert_map.c
Rename mediasource to source
[voretournament/voretournament.git] / misc / source / netradiant-src / tools / quake3 / q3map2 / convert_map.c
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 (file)
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--- /dev/null
@@ -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);
+}