]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3data/3dslib.c
set eol-style
[xonotic/netradiant.git] / tools / quake3 / q3data / 3dslib.c
index d5e864fda8ba2bc296f4c7f82bfbd44e0c20f078..719a487fbda66ab818e6f9f909a1c94ff4542d01 100644 (file)
-#include <assert.h>\r
-#include "q3data.h"\r
-\r
-static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose );\r
-\r
-static qboolean s_verbose;\r
-\r
-#define MAX_MATERIALS 100\r
-#define MAX_NAMED_OBJECTS 100\r
-#define MAX_MESH_MATERIAL_GROUPS 100\r
-#define MAX_TRI_OBJECTS 512\r
-\r
-static char s_buffer[1000000];\r
-\r
-static int ReadString( FILE *fp, char *buffer )\r
-{\r
-       int i = 0;\r
-       int bytesRead = 0;\r
-\r
-       do\r
-       {\r
-               fread( &buffer[i], 1, sizeof( char ), fp );\r
-               bytesRead++;\r
-       } while ( buffer[i++] != 0 );\r
-       buffer[i] = 0;\r
-\r
-       return bytesRead;\r
-}\r
-\r
-static int ReadChunkAndLength( FILE *fp, short *chunk, long *len )\r
-{\r
-       if ( fread( chunk, sizeof( short ), 1, fp ) != 1 )\r
-               return 0;\r
-       if ( fread( len, sizeof( long ), 1, fp ) != 1 )\r
-               Error( "Unexpected EOF found" );\r
-       return 1;\r
-}\r
-\r
-static void LoadMapName( FILE *fp, char *buffer, int thisChunkLen )\r
-{\r
-       unsigned short chunkID;\r
-       long chunkLen;\r
-       long bytesRead = 0;\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-               case _3DS_CHUNK_MAT_MAPNAME:\r
-                       fread( buffer, chunkLen - 6, 1, fp );\r
-                       break;\r
-               default:\r
-                       fread( s_buffer, chunkLen - 6, 1, fp );\r
-                       break;\r
-               }\r
-               bytesRead += chunkLen;\r
-               if ( bytesRead >= thisChunkLen )\r
-                       return;\r
-       }\r
-}\r
-\r
-static void LoadMaterialList( FILE *fp, long thisChunkLen, _3DSMaterial_t *pMat )\r
-{\r
-       long chunkLen;\r
-       unsigned short chunkID;\r
-       long bytesRead = 0;\r
-       _3DSMaterial_t mat;\r
-       char curdir[1024];\r
-       char buffer[2048];\r
-\r
-       memset( &mat, 0, sizeof( mat ) );\r
-\r
-       if ( s_verbose )\r
-               printf( "    >>> MATERIAL LIST\n" );\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-                       case _3DS_CHUNK_MAT_NAME:\r
-                               fread( mat.name, chunkLen - 6, 1, fp );\r
-                               if ( s_verbose )\r
-                                       printf( "        found mat name '%s'\n", mat.name );\r
-                               break;\r
-                       case _3DS_CHUNK_TEXMAP:\r
-                               LoadMapName( fp, mat.texture, chunkLen - 6 );\r
-                               if ( s_verbose )\r
-                                       printf( "        found texture '%s'\n", mat.texture );\r
-                               break;\r
-                       case _3DS_CHUNK_SPECMAP:\r
-                               LoadMapName( fp, mat.specular, chunkLen - 6 );\r
-                               if ( s_verbose )\r
-                                       printf( "        found specular map '%s'\n", mat.specular );\r
-                               break;\r
-                       case _3DS_CHUNK_OPACMAP:\r
-                               LoadMapName( fp, mat.opacity, chunkLen - 6 );\r
-                               if ( s_verbose )\r
-                                       printf( "        found opacity map '%s'\n", mat.opacity );\r
-                               break;\r
-                       case _3DS_CHUNK_REFLMAP:\r
-                               LoadMapName( fp, mat.reflection, chunkLen - 6 );\r
-                               if ( s_verbose )\r
-                                       printf( "        found reflection map '%s'\n", mat.reflection );\r
-                               break;\r
-                       case _3DS_CHUNK_BUMPMAP:\r
-                               LoadMapName( fp, mat.bump, chunkLen - 6 );\r
-                               if ( s_verbose )\r
-                                       printf( "        found bump map '%s'\n", mat.bump );\r
-                               break;\r
-                       default:\r
-                               fread( s_buffer, chunkLen - 6, 1, fp );\r
-                               break;\r
-               }\r
-\r
-               bytesRead += chunkLen;\r
-\r
-               if ( bytesRead >= thisChunkLen )\r
-                       break;\r
-       }\r
-\r
-       Q_getwd( curdir );\r
-\r
-       if ( mat.texture[0] )\r
-       {\r
-               sprintf( buffer, "%s%s", curdir, mat.texture );\r
-               if ( strstr( buffer, gamedir + 1 ) )\r
-                       strcpy( mat.texture, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
-               else\r
-                       strcpy( mat.texture, buffer );\r
-       }\r
-\r
-       if ( mat.specular[0] )\r
-       {\r
-               sprintf( buffer, "%s%s", curdir, mat.specular );\r
-               if ( strstr( buffer, gamedir + 1 ) )\r
-                       strcpy( mat.specular, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
-               else\r
-                       strcpy( mat.specular, buffer );\r
-       }\r
-\r
-       if ( mat.bump[0] )\r
-       {\r
-               sprintf( buffer, "%s%s", curdir, mat.bump );\r
-               if ( strstr( buffer, gamedir + 1 ) )\r
-                       strcpy( mat.bump, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
-               else\r
-                       strcpy( mat.bump, buffer );\r
-       }\r
-\r
-       if ( mat.reflection[0] )\r
-       {\r
-               sprintf( buffer, "%s%s", curdir, mat.reflection );\r
-               if ( strstr( buffer, gamedir + 1 ) )\r
-                       strcpy( mat.reflection, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
-               else\r
-                       strcpy( mat.reflection, buffer );\r
-       }\r
-\r
-       if ( mat.opacity[0] )\r
-       {\r
-               sprintf( buffer, "%s%s", curdir, mat.opacity );\r
-               if ( strstr( buffer, gamedir + 1 ) )\r
-                       strcpy( mat.opacity, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );\r
-               else\r
-                       strcpy( mat.opacity, buffer );\r
-       }\r
-\r
-       *pMat = mat;\r
-}\r
-\r
-static void LoadMeshMaterialGroup( FILE *fp, long thisChunkLen, _3DSMeshMaterialGroup_t *pMMG )\r
-{\r
-       _3DSMeshMaterialGroup_t mmg;\r
-\r
-       memset( &mmg, 0, sizeof( mmg ) );\r
-\r
-       ReadString( fp, mmg.name );\r
-\r
-       fread( &mmg.numFaces, sizeof( mmg.numFaces ), 1, fp );\r
-       mmg.pFaces = malloc( sizeof( mmg.pFaces[0] ) * mmg.numFaces );\r
-       fread( mmg.pFaces, sizeof( mmg.pFaces[0] ), mmg.numFaces, fp );\r
-\r
-       if ( s_verbose )\r
-       {\r
-               printf( "    >>> MESH MATERIAL GROUP '%s' (%d faces)\n", mmg.name, mmg.numFaces );\r
-\r
-               {\r
-                       int i;\r
-\r
-                       for ( i = 0; i < mmg.numFaces; i++ )\r
-                       {\r
-                               printf( "        %d\n", mmg.pFaces[i] );\r
-                       }\r
-               }\r
-       }\r
-\r
-       *pMMG = mmg;\r
-}\r
-\r
-static void LoadNamedTriObject( FILE *fp, long thisChunkLen, _3DSTriObject_t *pTO )\r
-{\r
-       long chunkLen;\r
-       unsigned short chunkID;\r
-       int i = 0;\r
-       long bytesRead = 0;\r
-       _3DSTriObject_t triObj;\r
-       _3DSMeshMaterialGroup_t meshMaterialGroups[MAX_MESH_MATERIAL_GROUPS];\r
-       int numMeshMaterialGroups = 0;\r
-\r
-       memset( &triObj, 0, sizeof( triObj ) );\r
-\r
-       if ( s_verbose )\r
-               printf( "        >>> NAMED TRI OBJECT\n" );\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-               case _3DS_CHUNK_MSH_MAT_GROUP:\r
-                       LoadMeshMaterialGroup( fp, chunkLen - 6, &meshMaterialGroups[numMeshMaterialGroups] );\r
-                       bytesRead += chunkLen;\r
-                       numMeshMaterialGroups++;\r
-                       break;\r
-               case _3DS_CHUNK_FACE_ARRAY:\r
-                       fread( &triObj.numFaces, sizeof( triObj.numFaces ), 1, fp );\r
-                       assert( triObj.pFaces == 0 );\r
-\r
-                       triObj.pFaces = malloc( sizeof( triObj.pFaces[0] ) * triObj.numFaces );\r
-                       fread( triObj.pFaces, sizeof( triObj.pFaces[0] ), triObj.numFaces, fp );\r
-                       bytesRead += sizeof( triObj.numFaces ) + triObj.numFaces * sizeof( triObj.pFaces[0] ) + 6;\r
-\r
-                       if ( s_verbose )\r
-                       {\r
-                               printf( "            found face array with %d faces\n", triObj.numFaces );\r
-                               for ( i = 0; i < triObj.numFaces; i++ )\r
-                               {\r
-                                       printf( "                %d: %d,%d,%d\n", i, triObj.pFaces[i].a, triObj.pFaces[i].b, triObj.pFaces[i].c );\r
-                               }\r
-                       }\r
-\r
-                       break;\r
-               case _3DS_CHUNK_POINT_ARRAY:\r
-                       fread( &triObj.numPoints, sizeof( triObj.numPoints ), 1, fp );\r
-                       triObj.pPoints = malloc( sizeof( triObj.pPoints[0] ) * triObj.numPoints );\r
-                       fread( triObj.pPoints, sizeof( triObj.pPoints[0] ), triObj.numPoints, fp );\r
-                       bytesRead += sizeof( triObj.numPoints ) + triObj.numPoints * sizeof( triObj.pPoints[0] ) + 6;\r
-\r
-                       // flip points around into our coordinate system\r
-                       for ( i = 0; i < triObj.numPoints; i++ )\r
-                       {\r
-                               float x, y, z;\r
-\r
-                               x = triObj.pPoints[i].x;\r
-                               y = triObj.pPoints[i].y;\r
-                               z = triObj.pPoints[i].z;\r
-\r
-                               triObj.pPoints[i].x = -y;\r
-                               triObj.pPoints[i].y = x;\r
-                               triObj.pPoints[i].z = z;\r
-                       }\r
-\r
-                       if ( s_verbose )\r
-                       {\r
-                               printf( "            found point array with %d points\n", triObj.numPoints );\r
-                               for ( i = 0; i < triObj.numPoints; i++ )\r
-                               {\r
-                                       printf( "                %d: %f,%f,%f\n", i, triObj.pPoints[i].x, triObj.pPoints[i].y, triObj.pPoints[i].z );\r
-                               }\r
-                       }\r
-                       break;\r
-               case _3DS_CHUNK_TEX_VERTS:\r
-                       fread( &triObj.numTexVerts, sizeof( triObj.numTexVerts ), 1, fp );\r
-                       triObj.pTexVerts = malloc( sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts );\r
-                       fread( triObj.pTexVerts, sizeof( triObj.pTexVerts[0] ), triObj.numTexVerts, fp );\r
-                       bytesRead += sizeof( triObj.numTexVerts ) + sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts + 6;\r
-\r
-                       if ( s_verbose )\r
-                       {\r
-                               printf( "            found tex vert array with %d tex verts\n", triObj.numTexVerts );\r
-                               for ( i = 0; i < triObj.numTexVerts; i++ )\r
-                               {\r
-                                       printf( "                %d: %f,%f\n", i, triObj.pTexVerts[i].s, triObj.pTexVerts[i].t );\r
-                               }\r
-                       }\r
-                       break;\r
-               default:\r
-                       fread( s_buffer, chunkLen - 6, 1, fp );\r
-                       bytesRead += chunkLen;\r
-                       break;\r
-               }\r
-\r
-               if ( bytesRead >= thisChunkLen )\r
-                       break;\r
-       }\r
-       *pTO = triObj;\r
-\r
-       if ( numMeshMaterialGroups == 0 )\r
-       {\r
-               numMeshMaterialGroups = 1;\r
-               strcpy( meshMaterialGroups[0].name, "(null)" );\r
-               if ( pTO->numTexVerts ) {\r
-                       printf( "Warning: assigning (null) skin to tri object\n" );\r
-               }\r
-       }\r
-       else\r
-       {\r
-               assert( pTO->numFaces == meshMaterialGroups[0].numFaces );\r
-       }\r
-\r
-       pTO->pMeshMaterialGroups = malloc( sizeof( _3DSMeshMaterialGroup_t ) * numMeshMaterialGroups );\r
-       memcpy( pTO->pMeshMaterialGroups, meshMaterialGroups, numMeshMaterialGroups * sizeof( meshMaterialGroups[0] ) );\r
-       pTO->numMeshMaterialGroups = numMeshMaterialGroups;\r
-\r
-       //\r
-       // sanity checks\r
-       //\r
-       assert( numMeshMaterialGroups <= 1 );\r
-}\r
-\r
-static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )\r
-{\r
-       long chunkLen;\r
-       unsigned short chunkID;\r
-       int i = 0;\r
-       long bytesRead = 0;\r
-       char name[100];\r
-       _3DSTriObject_t triObj[MAX_TRI_OBJECTS];\r
-       int numTriObjects = 0;\r
-\r
-       memset( triObj, 0, sizeof( triObj ) );\r
-\r
-       bytesRead += ReadString( fp, name );\r
-\r
-       if ( s_verbose )\r
-               printf( "    >>> NAMED OBJECT '%s'\n", name );\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-               case _3DS_CHUNK_NAMED_TRI_OBJECT:\r
-                       LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );\r
-                       numTriObjects++;\r
-                       break;\r
-               default:\r
-                       fread( s_buffer, chunkLen - 6, 1, fp );\r
-                       break;\r
-               }\r
-\r
-               bytesRead += chunkLen;\r
-\r
-               if ( bytesRead >= thisChunkLen )\r
-                       break;\r
-       }\r
-\r
-       strcpy( pNO->name, name );\r
-       pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );\r
-       memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );\r
-       pNO->numTriObjects = numTriObjects;\r
-\r
-       assert( numTriObjects <= 1 );\r
-}\r
-\r
-static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )\r
-{\r
-       unsigned short chunkID;\r
-       long chunkLen;\r
-       long bytesRead = 0;\r
-       _3DSEditChunk_t editChunk;\r
-\r
-       _3DSMaterial_t mat[MAX_MATERIALS];\r
-       _3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];\r
-\r
-       int numMaterials = 0, numNamedObjects = 0;\r
-\r
-       memset( &editChunk, 0, sizeof( editChunk ) );\r
-\r
-       if ( s_verbose )\r
-               printf( ">>> EDIT CHUNK\n" );\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-               case _3DS_CHUNK_MAT_LIST:\r
-                       LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );\r
-                       numMaterials++;\r
-                       break;\r
-               case _3DS_CHUNK_NAMED_OBJECT:\r
-                       LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );\r
-                       if ( namedObjects[numNamedObjects].numTriObjects != 0 )\r
-                               ++numNamedObjects;\r
-                       break;\r
-               case _3DS_CHUNK_MESH_VERSION:\r
-               default:\r
-                       fread( s_buffer, chunkLen - 6, 1, fp );\r
-                       break;\r
-               }\r
-\r
-               bytesRead += chunkLen;\r
-\r
-               if ( bytesRead >= thisChunkLen )\r
-                       break;\r
-       }\r
-\r
-       if ( numMaterials == 0 )\r
-       {\r
-               numMaterials = 1;\r
-               strcpy( mat[0].name, "(null)" );\r
-               printf( "Warning: no material definitions found\n" );\r
-       }\r
-\r
-       pEC->numNamedObjects = numNamedObjects;\r
-\r
-       pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );\r
-       pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );\r
-\r
-       memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );\r
-       memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );\r
-}\r
-\r
-static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )\r
-{\r
-       FILE *fp;\r
-       unsigned short chunkID;\r
-       long  chunkLen;\r
-       _3DSEditChunk_t editChunk;\r
-\r
-       s_verbose = verbose;\r
-\r
-       if ( ( fp = fopen( filename, "rb" ) ) == 0 )\r
-               Error( "Unable to open '%s'", filename );\r
-\r
-       // read magic number\r
-       if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||\r
-                ( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )\r
-       {\r
-               Error( "Missing or incorrect magic number in '%s'", filename );\r
-       }\r
-       if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )\r
-               Error( "Unexpected EOF encountered in '%s'", filename );\r
-       // version number\r
-       if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-               Error( "Missing version number in '%s'", filename );\r
-       if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )\r
-               Error( "Unexpected EOF encountered in '%s'", filename );\r
-\r
-       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )\r
-       {\r
-               switch ( chunkID )\r
-               {\r
-                       case _3DS_CHUNK_EDIT:\r
-                               LoadEditChunk( fp, chunkLen - 6, &editChunk );\r
-                               break;\r
-                       case _3DS_CHUNK_KEYFRAME_DATA:\r
-                               fread( s_buffer, chunkLen - 6, 1, fp );\r
-                               break;\r
-                       default:\r
-                               fread( s_buffer, chunkLen - 6, 1, fp );\r
-                               break;\r
-               }\r
-       }\r
-\r
-       fclose( fp );\r
-\r
-       p3DS->editChunk = editChunk;\r
-}\r
-\r
-static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )\r
-{\r
-       vec3_t faceNormals[POLYSET_MAXTRIANGLES];\r
-       vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];\r
-       vec3_t side0, side1, facenormal;\r
-       int f, v;\r
-\r
-       memset( faceNormals, 0, sizeof( faceNormals ) );\r
-       memset( vertexNormals, 0, sizeof( vertexNormals ) );\r
-\r
-       //\r
-       // compute face normals\r
-       //\r
-       for ( f = 0; f < pTO->numFaces; f++ )\r
-       {\r
-               VectorSubtract( pTris[f].verts[0], pTris[f].verts[1], side0 );\r
-               VectorSubtract( pTris[f].verts[2], pTris[f].verts[1], side1 );\r
-\r
-               CrossProduct( side0, side1, facenormal );\r
-               VectorNormalize( facenormal, faceNormals[f] );\r
-       }\r
-\r
-       //\r
-       // sum vertex normals\r
-       //\r
-       for ( v = 0; v < pTO->numPoints; v++ )\r
-       {\r
-               for ( f = 0; f < pTO->numFaces; f++ )\r
-               {\r
-                       if ( ( pTO->pFaces[f].a == v ) ||\r
-                                ( pTO->pFaces[f].b == v ) ||\r
-                                ( pTO->pFaces[f].c == v ) )\r
-                       {\r
-                               vertexNormals[v][0] += faceNormals[f][0];\r
-                               vertexNormals[v][1] += faceNormals[f][1];\r
-                               vertexNormals[v][2] += faceNormals[f][2];\r
-                       }\r
-               }\r
-\r
-               VectorNormalize( vertexNormals[v], vertexNormals[v] );\r
-       }\r
-\r
-       //\r
-       // copy vertex normals into triangles\r
-       //\r
-       for ( f = 0; f < pTO->numFaces; f++ )\r
-       {\r
-               int i0 = pTO->pFaces[f].c;\r
-               int i1 = pTO->pFaces[f].b;\r
-               int i2 = pTO->pFaces[f].a;\r
-\r
-               VectorCopy( vertexNormals[i0], pTris[f].normals[0] );\r
-               VectorCopy( vertexNormals[i1], pTris[f].normals[1] );\r
-               VectorCopy( vertexNormals[i2], pTris[f].normals[2] );\r
-       }\r
-}\r
-\r
-/*\r
-** void _3DS_LoadPolysets\r
-*/\r
-void _3DS_LoadPolysets( const char *filename, polyset_t **ppPSET, int *numpsets, qboolean verbose )\r
-{\r
-       _3DS_t _3ds;\r
-       int numPolysets;\r
-       polyset_t *pPSET;\r
-       triangle_t *ptri, *triangles;\r
-       int i;\r
-\r
-       // load the 3DS\r
-       memset( &_3ds, 0, sizeof( _3ds ) );\r
-       Load3DS( filename, &_3ds, verbose );\r
-\r
-       // compute information\r
-       numPolysets = _3ds.editChunk.numNamedObjects;\r
-\r
-       // allocate memory\r
-       pPSET = calloc( 1, numPolysets * sizeof( polyset_t ) );\r
-       triangles = ptri = calloc( 1, POLYSET_MAXTRIANGLES * sizeof( triangle_t ) );\r
-\r
-       // copy the data over\r
-       for ( i = 0; i < numPolysets; i++ )\r
-       {\r
-               char matnamebuf[1024];\r
-               int j;\r
-               triangle_t *tri;\r
-               _3DSTriObject_t *pTO = &_3ds.editChunk.pNamedObjects[i].pTriObjects[0];\r
-\r
-               pPSET[i].triangles = ptri;\r
-               pPSET[i].numtriangles = pTO->numFaces;\r
-               strcpy( pPSET[i].name, _3ds.editChunk.pNamedObjects[i].name );\r
-\r
-               strcpy( matnamebuf, filename );\r
-               if ( strrchr( matnamebuf, '/' ) )\r
-                       *( strrchr( matnamebuf, '/' ) + 1 )= 0;\r
-               strcat( matnamebuf, pTO->pMeshMaterialGroups[0].name );\r
-\r
-               if ( strstr( matnamebuf, gamedir ) )\r
-                       strcpy( pPSET[i].materialname, strstr( matnamebuf, gamedir ) + strlen( gamedir ) );\r
-               else\r
-                       strcpy( pPSET[i].materialname, pTO->pMeshMaterialGroups[0].name );\r
-\r
-               assert( pPSET[i].numtriangles < POLYSET_MAXTRIANGLES );\r
-\r
-               for ( tri = ptri, j = 0; j < pPSET[i].numtriangles; j++ )\r
-               {\r
-                       int i0 = pTO->pFaces[j].c;\r
-                       int i1 = pTO->pFaces[j].b;\r
-                       int i2 = pTO->pFaces[j].a;\r
-\r
-                       tri->verts[0][0] = pTO->pPoints[i0].x;\r
-                       tri->verts[0][1] = pTO->pPoints[i0].y;\r
-                       tri->verts[0][2] = pTO->pPoints[i0].z;\r
-\r
-                       tri->verts[1][0] = pTO->pPoints[i1].x;\r
-                       tri->verts[1][1] = pTO->pPoints[i1].y;\r
-                       tri->verts[1][2] = pTO->pPoints[i1].z;\r
-\r
-                       tri->verts[2][0] = pTO->pPoints[i2].x;\r
-                       tri->verts[2][1] = pTO->pPoints[i2].y;\r
-                       tri->verts[2][2] = pTO->pPoints[i2].z;\r
-/*\r
-                       for ( k = 0; k < 3; k++ )\r
-                       {\r
-                               tri->colors[0][k] = 1;\r
-                               tri->colors[1][k] = 1;\r
-                               tri->colors[2][k] = 1;\r
-                       }\r
-*/\r
-\r
-                       if ( pTO->pTexVerts )\r
-                       {\r
-                               tri->texcoords[0][0] = pTO->pTexVerts[i0].s;\r
-                               tri->texcoords[0][1] = 1.0f - pTO->pTexVerts[i0].t;\r
-                               tri->texcoords[1][0] = pTO->pTexVerts[i1].s;\r
-                               tri->texcoords[1][1] = 1.0f - pTO->pTexVerts[i1].t;\r
-                               tri->texcoords[2][0] = pTO->pTexVerts[i2].s;\r
-                               tri->texcoords[2][1] = 1.0f - pTO->pTexVerts[i2].t;\r
-                       }\r
-\r
-                       tri++;\r
-               }\r
-\r
-               ptri += pPSET[i].numtriangles;\r
-               assert( ptri - triangles < POLYSET_MAXTRIANGLES );\r
-       }\r
-\r
-       // compute normal data\r
-#if 0\r
-       for ( i = 0; i < numPolysets; i++ )\r
-       {\r
-               // unique vertices based solely on vertex position\r
-               ComputeNormals( &_3ds.editChunk.pNamedObjects[i].pTriObjects[0],\r
-                                                pPSET[i].triangles );\r
-       }\r
-#endif\r
-\r
-       free( _3ds.editChunk.pMaterials );\r
-       free( _3ds.editChunk.pNamedObjects );\r
-\r
-       *ppPSET = pPSET;\r
-       *numpsets = numPolysets;\r
-}\r
+#include <assert.h>
+#include "q3data.h"
+
+static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose );
+
+static qboolean s_verbose;
+
+#define MAX_MATERIALS 100
+#define MAX_NAMED_OBJECTS 100
+#define MAX_MESH_MATERIAL_GROUPS 100
+#define MAX_TRI_OBJECTS 512
+
+static char s_buffer[1000000];
+
+static int ReadString( FILE *fp, char *buffer )
+{
+       int i = 0;
+       int bytesRead = 0;
+
+       do
+       {
+               fread( &buffer[i], 1, sizeof( char ), fp );
+               bytesRead++;
+       } while ( buffer[i++] != 0 );
+       buffer[i] = 0;
+
+       return bytesRead;
+}
+
+static int ReadChunkAndLength( FILE *fp, short *chunk, long *len )
+{
+       if ( fread( chunk, sizeof( short ), 1, fp ) != 1 )
+               return 0;
+       if ( fread( len, sizeof( long ), 1, fp ) != 1 )
+               Error( "Unexpected EOF found" );
+       return 1;
+}
+
+static void LoadMapName( FILE *fp, char *buffer, int thisChunkLen )
+{
+       unsigned short chunkID;
+       long chunkLen;
+       long bytesRead = 0;
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MAT_MAPNAME:
+                       fread( buffer, chunkLen - 6, 1, fp );
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+               bytesRead += chunkLen;
+               if ( bytesRead >= thisChunkLen )
+                       return;
+       }
+}
+
+static void LoadMaterialList( FILE *fp, long thisChunkLen, _3DSMaterial_t *pMat )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       long bytesRead = 0;
+       _3DSMaterial_t mat;
+       char curdir[1024];
+       char buffer[2048];
+
+       memset( &mat, 0, sizeof( mat ) );
+
+       if ( s_verbose )
+               printf( "    >>> MATERIAL LIST\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+                       case _3DS_CHUNK_MAT_NAME:
+                               fread( mat.name, chunkLen - 6, 1, fp );
+                               if ( s_verbose )
+                                       printf( "        found mat name '%s'\n", mat.name );
+                               break;
+                       case _3DS_CHUNK_TEXMAP:
+                               LoadMapName( fp, mat.texture, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found texture '%s'\n", mat.texture );
+                               break;
+                       case _3DS_CHUNK_SPECMAP:
+                               LoadMapName( fp, mat.specular, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found specular map '%s'\n", mat.specular );
+                               break;
+                       case _3DS_CHUNK_OPACMAP:
+                               LoadMapName( fp, mat.opacity, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found opacity map '%s'\n", mat.opacity );
+                               break;
+                       case _3DS_CHUNK_REFLMAP:
+                               LoadMapName( fp, mat.reflection, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found reflection map '%s'\n", mat.reflection );
+                               break;
+                       case _3DS_CHUNK_BUMPMAP:
+                               LoadMapName( fp, mat.bump, chunkLen - 6 );
+                               if ( s_verbose )
+                                       printf( "        found bump map '%s'\n", mat.bump );
+                               break;
+                       default:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       Q_getwd( curdir );
+
+       if ( mat.texture[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.texture );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.texture, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.texture, buffer );
+       }
+
+       if ( mat.specular[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.specular );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.specular, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.specular, buffer );
+       }
+
+       if ( mat.bump[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.bump );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.bump, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.bump, buffer );
+       }
+
+       if ( mat.reflection[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.reflection );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.reflection, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.reflection, buffer );
+       }
+
+       if ( mat.opacity[0] )
+       {
+               sprintf( buffer, "%s%s", curdir, mat.opacity );
+               if ( strstr( buffer, gamedir + 1 ) )
+                       strcpy( mat.opacity, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
+               else
+                       strcpy( mat.opacity, buffer );
+       }
+
+       *pMat = mat;
+}
+
+static void LoadMeshMaterialGroup( FILE *fp, long thisChunkLen, _3DSMeshMaterialGroup_t *pMMG )
+{
+       _3DSMeshMaterialGroup_t mmg;
+
+       memset( &mmg, 0, sizeof( mmg ) );
+
+       ReadString( fp, mmg.name );
+
+       fread( &mmg.numFaces, sizeof( mmg.numFaces ), 1, fp );
+       mmg.pFaces = malloc( sizeof( mmg.pFaces[0] ) * mmg.numFaces );
+       fread( mmg.pFaces, sizeof( mmg.pFaces[0] ), mmg.numFaces, fp );
+
+       if ( s_verbose )
+       {
+               printf( "    >>> MESH MATERIAL GROUP '%s' (%d faces)\n", mmg.name, mmg.numFaces );
+
+               {
+                       int i;
+
+                       for ( i = 0; i < mmg.numFaces; i++ )
+                       {
+                               printf( "        %d\n", mmg.pFaces[i] );
+                       }
+               }
+       }
+
+       *pMMG = mmg;
+}
+
+static void LoadNamedTriObject( FILE *fp, long thisChunkLen, _3DSTriObject_t *pTO )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       int i = 0;
+       long bytesRead = 0;
+       _3DSTriObject_t triObj;
+       _3DSMeshMaterialGroup_t meshMaterialGroups[MAX_MESH_MATERIAL_GROUPS];
+       int numMeshMaterialGroups = 0;
+
+       memset( &triObj, 0, sizeof( triObj ) );
+
+       if ( s_verbose )
+               printf( "        >>> NAMED TRI OBJECT\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MSH_MAT_GROUP:
+                       LoadMeshMaterialGroup( fp, chunkLen - 6, &meshMaterialGroups[numMeshMaterialGroups] );
+                       bytesRead += chunkLen;
+                       numMeshMaterialGroups++;
+                       break;
+               case _3DS_CHUNK_FACE_ARRAY:
+                       fread( &triObj.numFaces, sizeof( triObj.numFaces ), 1, fp );
+                       assert( triObj.pFaces == 0 );
+
+                       triObj.pFaces = malloc( sizeof( triObj.pFaces[0] ) * triObj.numFaces );
+                       fread( triObj.pFaces, sizeof( triObj.pFaces[0] ), triObj.numFaces, fp );
+                       bytesRead += sizeof( triObj.numFaces ) + triObj.numFaces * sizeof( triObj.pFaces[0] ) + 6;
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found face array with %d faces\n", triObj.numFaces );
+                               for ( i = 0; i < triObj.numFaces; i++ )
+                               {
+                                       printf( "                %d: %d,%d,%d\n", i, triObj.pFaces[i].a, triObj.pFaces[i].b, triObj.pFaces[i].c );
+                               }
+                       }
+
+                       break;
+               case _3DS_CHUNK_POINT_ARRAY:
+                       fread( &triObj.numPoints, sizeof( triObj.numPoints ), 1, fp );
+                       triObj.pPoints = malloc( sizeof( triObj.pPoints[0] ) * triObj.numPoints );
+                       fread( triObj.pPoints, sizeof( triObj.pPoints[0] ), triObj.numPoints, fp );
+                       bytesRead += sizeof( triObj.numPoints ) + triObj.numPoints * sizeof( triObj.pPoints[0] ) + 6;
+
+                       // flip points around into our coordinate system
+                       for ( i = 0; i < triObj.numPoints; i++ )
+                       {
+                               float x, y, z;
+
+                               x = triObj.pPoints[i].x;
+                               y = triObj.pPoints[i].y;
+                               z = triObj.pPoints[i].z;
+
+                               triObj.pPoints[i].x = -y;
+                               triObj.pPoints[i].y = x;
+                               triObj.pPoints[i].z = z;
+                       }
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found point array with %d points\n", triObj.numPoints );
+                               for ( i = 0; i < triObj.numPoints; i++ )
+                               {
+                                       printf( "                %d: %f,%f,%f\n", i, triObj.pPoints[i].x, triObj.pPoints[i].y, triObj.pPoints[i].z );
+                               }
+                       }
+                       break;
+               case _3DS_CHUNK_TEX_VERTS:
+                       fread( &triObj.numTexVerts, sizeof( triObj.numTexVerts ), 1, fp );
+                       triObj.pTexVerts = malloc( sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts );
+                       fread( triObj.pTexVerts, sizeof( triObj.pTexVerts[0] ), triObj.numTexVerts, fp );
+                       bytesRead += sizeof( triObj.numTexVerts ) + sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts + 6;
+
+                       if ( s_verbose )
+                       {
+                               printf( "            found tex vert array with %d tex verts\n", triObj.numTexVerts );
+                               for ( i = 0; i < triObj.numTexVerts; i++ )
+                               {
+                                       printf( "                %d: %f,%f\n", i, triObj.pTexVerts[i].s, triObj.pTexVerts[i].t );
+                               }
+                       }
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       bytesRead += chunkLen;
+                       break;
+               }
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+       *pTO = triObj;
+
+       if ( numMeshMaterialGroups == 0 )
+       {
+               numMeshMaterialGroups = 1;
+               strcpy( meshMaterialGroups[0].name, "(null)" );
+               if ( pTO->numTexVerts ) {
+                       printf( "Warning: assigning (null) skin to tri object\n" );
+               }
+       }
+       else
+       {
+               assert( pTO->numFaces == meshMaterialGroups[0].numFaces );
+       }
+
+       pTO->pMeshMaterialGroups = malloc( sizeof( _3DSMeshMaterialGroup_t ) * numMeshMaterialGroups );
+       memcpy( pTO->pMeshMaterialGroups, meshMaterialGroups, numMeshMaterialGroups * sizeof( meshMaterialGroups[0] ) );
+       pTO->numMeshMaterialGroups = numMeshMaterialGroups;
+
+       //
+       // sanity checks
+       //
+       assert( numMeshMaterialGroups <= 1 );
+}
+
+static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )
+{
+       long chunkLen;
+       unsigned short chunkID;
+       int i = 0;
+       long bytesRead = 0;
+       char name[100];
+       _3DSTriObject_t triObj[MAX_TRI_OBJECTS];
+       int numTriObjects = 0;
+
+       memset( triObj, 0, sizeof( triObj ) );
+
+       bytesRead += ReadString( fp, name );
+
+       if ( s_verbose )
+               printf( "    >>> NAMED OBJECT '%s'\n", name );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_NAMED_TRI_OBJECT:
+                       LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );
+                       numTriObjects++;
+                       break;
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       strcpy( pNO->name, name );
+       pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );
+       memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );
+       pNO->numTriObjects = numTriObjects;
+
+       assert( numTriObjects <= 1 );
+}
+
+static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )
+{
+       unsigned short chunkID;
+       long chunkLen;
+       long bytesRead = 0;
+       _3DSEditChunk_t editChunk;
+
+       _3DSMaterial_t mat[MAX_MATERIALS];
+       _3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];
+
+       int numMaterials = 0, numNamedObjects = 0;
+
+       memset( &editChunk, 0, sizeof( editChunk ) );
+
+       if ( s_verbose )
+               printf( ">>> EDIT CHUNK\n" );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+               case _3DS_CHUNK_MAT_LIST:
+                       LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );
+                       numMaterials++;
+                       break;
+               case _3DS_CHUNK_NAMED_OBJECT:
+                       LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );
+                       if ( namedObjects[numNamedObjects].numTriObjects != 0 )
+                               ++numNamedObjects;
+                       break;
+               case _3DS_CHUNK_MESH_VERSION:
+               default:
+                       fread( s_buffer, chunkLen - 6, 1, fp );
+                       break;
+               }
+
+               bytesRead += chunkLen;
+
+               if ( bytesRead >= thisChunkLen )
+                       break;
+       }
+
+       if ( numMaterials == 0 )
+       {
+               numMaterials = 1;
+               strcpy( mat[0].name, "(null)" );
+               printf( "Warning: no material definitions found\n" );
+       }
+
+       pEC->numNamedObjects = numNamedObjects;
+
+       pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );
+       pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );
+
+       memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );
+       memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );
+}
+
+static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )
+{
+       FILE *fp;
+       unsigned short chunkID;
+       long  chunkLen;
+       _3DSEditChunk_t editChunk;
+
+       s_verbose = verbose;
+
+       if ( ( fp = fopen( filename, "rb" ) ) == 0 )
+               Error( "Unable to open '%s'", filename );
+
+       // read magic number
+       if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||
+                ( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )
+       {
+               Error( "Missing or incorrect magic number in '%s'", filename );
+       }
+       if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )
+               Error( "Unexpected EOF encountered in '%s'", filename );
+       // version number
+       if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+               Error( "Missing version number in '%s'", filename );
+       if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )
+               Error( "Unexpected EOF encountered in '%s'", filename );
+
+       while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
+       {
+               switch ( chunkID )
+               {
+                       case _3DS_CHUNK_EDIT:
+                               LoadEditChunk( fp, chunkLen - 6, &editChunk );
+                               break;
+                       case _3DS_CHUNK_KEYFRAME_DATA:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+                       default:
+                               fread( s_buffer, chunkLen - 6, 1, fp );
+                               break;
+               }
+       }
+
+       fclose( fp );
+
+       p3DS->editChunk = editChunk;
+}
+
+static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )
+{
+       vec3_t faceNormals[POLYSET_MAXTRIANGLES];
+       vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];
+       vec3_t side0, side1, facenormal;
+       int f, v;
+
+       memset( faceNormals, 0, sizeof( faceNormals ) );
+       memset( vertexNormals, 0, sizeof( vertexNormals ) );
+
+       //
+       // compute face normals
+       //
+       for ( f = 0; f < pTO->numFaces; f++ )
+       {
+               VectorSubtract( pTris[f].verts[0], pTris[f].verts[1], side0 );
+               VectorSubtract( pTris[f].verts[2], pTris[f].verts[1], side1 );
+
+               CrossProduct( side0, side1, facenormal );
+               VectorNormalize( facenormal, faceNormals[f] );
+       }
+
+       //
+       // sum vertex normals
+       //
+       for ( v = 0; v < pTO->numPoints; v++ )
+       {
+               for ( f = 0; f < pTO->numFaces; f++ )
+               {
+                       if ( ( pTO->pFaces[f].a == v ) ||
+                                ( pTO->pFaces[f].b == v ) ||
+                                ( pTO->pFaces[f].c == v ) )
+                       {
+                               vertexNormals[v][0] += faceNormals[f][0];
+                               vertexNormals[v][1] += faceNormals[f][1];
+                               vertexNormals[v][2] += faceNormals[f][2];
+                       }
+               }
+
+               VectorNormalize( vertexNormals[v], vertexNormals[v] );
+       }
+
+       //
+       // copy vertex normals into triangles
+       //
+       for ( f = 0; f < pTO->numFaces; f++ )
+       {
+               int i0 = pTO->pFaces[f].c;
+               int i1 = pTO->pFaces[f].b;
+               int i2 = pTO->pFaces[f].a;
+
+               VectorCopy( vertexNormals[i0], pTris[f].normals[0] );
+               VectorCopy( vertexNormals[i1], pTris[f].normals[1] );
+               VectorCopy( vertexNormals[i2], pTris[f].normals[2] );
+       }
+}
+
+/*
+** void _3DS_LoadPolysets
+*/
+void _3DS_LoadPolysets( const char *filename, polyset_t **ppPSET, int *numpsets, qboolean verbose )
+{
+       _3DS_t _3ds;
+       int numPolysets;
+       polyset_t *pPSET;
+       triangle_t *ptri, *triangles;
+       int i;
+
+       // load the 3DS
+       memset( &_3ds, 0, sizeof( _3ds ) );
+       Load3DS( filename, &_3ds, verbose );
+
+       // compute information
+       numPolysets = _3ds.editChunk.numNamedObjects;
+
+       // allocate memory
+       pPSET = calloc( 1, numPolysets * sizeof( polyset_t ) );
+       triangles = ptri = calloc( 1, POLYSET_MAXTRIANGLES * sizeof( triangle_t ) );
+
+       // copy the data over
+       for ( i = 0; i < numPolysets; i++ )
+       {
+               char matnamebuf[1024];
+               int j;
+               triangle_t *tri;
+               _3DSTriObject_t *pTO = &_3ds.editChunk.pNamedObjects[i].pTriObjects[0];
+
+               pPSET[i].triangles = ptri;
+               pPSET[i].numtriangles = pTO->numFaces;
+               strcpy( pPSET[i].name, _3ds.editChunk.pNamedObjects[i].name );
+
+               strcpy( matnamebuf, filename );
+               if ( strrchr( matnamebuf, '/' ) )
+                       *( strrchr( matnamebuf, '/' ) + 1 )= 0;
+               strcat( matnamebuf, pTO->pMeshMaterialGroups[0].name );
+
+               if ( strstr( matnamebuf, gamedir ) )
+                       strcpy( pPSET[i].materialname, strstr( matnamebuf, gamedir ) + strlen( gamedir ) );
+               else
+                       strcpy( pPSET[i].materialname, pTO->pMeshMaterialGroups[0].name );
+
+               assert( pPSET[i].numtriangles < POLYSET_MAXTRIANGLES );
+
+               for ( tri = ptri, j = 0; j < pPSET[i].numtriangles; j++ )
+               {
+                       int i0 = pTO->pFaces[j].c;
+                       int i1 = pTO->pFaces[j].b;
+                       int i2 = pTO->pFaces[j].a;
+
+                       tri->verts[0][0] = pTO->pPoints[i0].x;
+                       tri->verts[0][1] = pTO->pPoints[i0].y;
+                       tri->verts[0][2] = pTO->pPoints[i0].z;
+
+                       tri->verts[1][0] = pTO->pPoints[i1].x;
+                       tri->verts[1][1] = pTO->pPoints[i1].y;
+                       tri->verts[1][2] = pTO->pPoints[i1].z;
+
+                       tri->verts[2][0] = pTO->pPoints[i2].x;
+                       tri->verts[2][1] = pTO->pPoints[i2].y;
+                       tri->verts[2][2] = pTO->pPoints[i2].z;
+/*
+                       for ( k = 0; k < 3; k++ )
+                       {
+                               tri->colors[0][k] = 1;
+                               tri->colors[1][k] = 1;
+                               tri->colors[2][k] = 1;
+                       }
+*/
+
+                       if ( pTO->pTexVerts )
+                       {
+                               tri->texcoords[0][0] = pTO->pTexVerts[i0].s;
+                               tri->texcoords[0][1] = 1.0f - pTO->pTexVerts[i0].t;
+                               tri->texcoords[1][0] = pTO->pTexVerts[i1].s;
+                               tri->texcoords[1][1] = 1.0f - pTO->pTexVerts[i1].t;
+                               tri->texcoords[2][0] = pTO->pTexVerts[i2].s;
+                               tri->texcoords[2][1] = 1.0f - pTO->pTexVerts[i2].t;
+                       }
+
+                       tri++;
+               }
+
+               ptri += pPSET[i].numtriangles;
+               assert( ptri - triangles < POLYSET_MAXTRIANGLES );
+       }
+
+       // compute normal data
+#if 0
+       for ( i = 0; i < numPolysets; i++ )
+       {
+               // unique vertices based solely on vertex position
+               ComputeNormals( &_3ds.editChunk.pNamedObjects[i].pTriObjects[0],
+                                                pPSET[i].triangles );
+       }
+#endif
+
+       free( _3ds.editChunk.pMaterials );
+       free( _3ds.editChunk.pNamedObjects );
+
+       *ppPSET = pPSET;
+       *numpsets = numPolysets;
+}