--- /dev/null
+/* -------------------------------------------------------------------------------
+
+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);
+}