1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 ----------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
46 #define SNAP_FLOAT_TO_INT 4
47 #define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
49 typedef vec_t vec2_t[2];
51 static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
52 vec_t a10, vec_t a11, vec_t a12,
53 vec_t a20, vec_t a21, vec_t a22)
56 a00 * (a11 * a22 - a12 * a21)
57 - a01 * (a10 * a22 - a12 * a20)
58 + a02 * (a10 * a21 - a11 * a20);
61 void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
69 vec3_t v1v0, v2v0, norm;
70 bspDrawVert_t *vert[3];
72 plane_t *buildPlane = &mapplanes[buildSide->planenum];
75 // first, start out with NULLs
76 bestVert[0] = bestVert[1] = bestVert[2] = NULL;
78 // brute force through all surfaces
79 for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
81 if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
83 if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
85 for(t = 0; t + 3 <= s->numIndexes; t += 3)
87 vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
88 vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
89 vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]];
90 if(s->surfaceType == MST_PLANAR)
92 VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
93 VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
94 VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
98 // this is more prone to roundoff errors, but with embedded
99 // models, there is no better way
100 VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
101 VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
102 CrossProduct(v2v0, v1v0, norm);
103 VectorNormalize(norm, norm);
104 VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
106 if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
107 if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
108 if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
109 // Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
110 polygon = CopyWinding(buildSide->winding);
111 for(i = 0; i < 3; ++i)
116 vec3_t *v1 = &vert[(i+1)%3]->xyz;
117 vec3_t *v2 = &vert[(i+2)%3]->xyz;
120 vec3_t sideDirection;
121 // we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
122 VectorSubtract(*v2, *v1, sideDirection);
123 CrossProduct(sideDirection, buildPlane->normal, triNormal);
124 triDist = DotProduct(*v1, triNormal);
125 ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon);
129 thisarea = WindingArea(polygon);
135 bestVert[0] = vert[0];
136 bestVert[1] = vert[1];
137 bestVert[2] = vert[2];
139 FreeWinding(polygon);
144 //if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
145 // fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
148 static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin )
151 bspBrushSide_t *side;
158 bspDrawVert_t *vert[3];
163 fprintf( f, "\t// brush %d\n", num );
164 fprintf( f, "\t{\n" );
165 fprintf( f, "\tbrushDef\n" );
166 fprintf( f, "\t{\n" );
168 /* clear out build brush */
169 for( i = 0; i < buildBrush->numsides; i++ )
171 buildSide = &buildBrush->sides[ i ];
172 if( buildSide->winding != NULL )
174 FreeWinding( buildSide->winding );
175 buildSide->winding = NULL;
178 buildBrush->numsides = 0;
180 /* iterate through bsp brush sides */
181 for( i = 0; i < brush->numSides; i++ )
184 side = &bspBrushSides[ brush->firstSide + i ];
187 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
189 shader = &bspShaders[ side->shaderNum ];
190 if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
194 plane = &bspPlanes[ side->planeNum ];
197 buildSide = &buildBrush->sides[ buildBrush->numsides ];
198 buildBrush->numsides++;
201 buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
202 buildSide->planenum = side->planeNum;
203 buildSide->winding = NULL;
206 /* make brush windings */
207 if( !CreateBrushWindings( buildBrush ) )
210 /* iterate through build brush sides */
211 for( i = 0; i < buildBrush->numsides; i++ )
214 buildSide = &buildBrush->sides[ i ];
217 buildPlane = &mapplanes[ buildSide->planenum ];
220 if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
223 // st-texcoords -> texMat block
224 // start out with dummy
225 VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
226 VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
228 // find surface for this side (by brute force)
230 // - meshverts point in pairs of three into verts
232 // - find the triangle that has most in common with our side
233 GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
236 if(vert[0] && vert[1] && vert[2])
240 vec3_t xy1I, xy1J, xy1K;
241 vec2_t stI, stJ, stK;
244 ComputeAxisBase(buildPlane->normal, texX, texY);
246 VectorSet(xy1I, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY), 1);
247 VectorSet(xy1J, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY), 1);
248 VectorSet(xy1K, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY), 1);
249 stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
250 stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
251 stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
253 // - solve linear equations:
254 // - (x, y) := xyz . (texX, texY)
255 // - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
256 // (for three vertices)
264 for(i = 0; i < 2; ++i)
277 xy1I[0], xy1I[1], stI[i],
278 xy1J[0], xy1J[1], stJ[i],
279 xy1K[0], xy1K[1], stK[i]
281 VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
286 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",
287 buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
288 vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
289 texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
290 vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xy1I[0], xy1I[1],
291 vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xy1J[0], xy1J[1],
292 vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xy1K[0], xy1K[1]
296 if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
297 fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
299 /* get texture name */
300 if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
301 texture = buildSide->shaderInfo->shader + 9;
303 texture = buildSide->shaderInfo->shader;
305 /* get plane points and offset by origin */
306 for( j = 0; j < 3; j++ )
308 VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
309 //% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
310 //% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
311 //% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
314 /* print brush side */
315 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
316 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
317 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
318 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
319 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
320 buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2],
321 buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2],
323 // DEBUG: valid ? 0 : C_DETAIL
326 // TODO write brush primitives format here
330 fprintf( f, "\t}\n" );
331 fprintf( f, "\t}\n\n" );
335 /* iterate through the brush sides (ignore the first 6 bevel planes) */
336 for( i = 0; i < brush->numSides; i++ )
339 side = &bspBrushSides[ brush->firstSide + i ];
342 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
344 shader = &bspShaders[ side->shaderNum ];
345 if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
348 /* get texture name */
349 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
350 texture = shader->shader + 9;
352 texture = shader->shader;
355 plane = &bspPlanes[ side->planeNum ];
357 /* make plane points */
362 MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
363 VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
364 VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
365 VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
368 /* offset by origin */
369 for( j = 0; j < 3; j++ )
370 VectorAdd( pts[ j ], origin, pts[ j ] );
372 /* print brush side */
373 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
374 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",
375 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
376 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
377 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
386 converts a bsp patch to a map patch
394 ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
402 static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
412 if( ds->surfaceType != MST_PATCH )
416 if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
418 shader = &bspShaders[ ds->shaderNum ];
420 /* get texture name */
421 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
422 texture = shader->shader + 9;
424 texture = shader->shader;
427 fprintf( f, "\t// patch %d\n", num );
428 fprintf( f, "\t{\n" );
429 fprintf( f, "\t\tpatchDef2\n" );
430 fprintf( f, "\t\t{\n" );
431 fprintf( f, "\t\t\t%s\n", texture );
432 fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
433 fprintf( f, "\t\t\t(\n" );
435 /* iterate through the verts */
436 for( x = 0; x < ds->patchWidth; x++ )
439 fprintf( f, "\t\t\t\t(" );
441 /* iterate through the row */
442 for( y = 0; y < ds->patchHeight; y++ )
445 dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
448 VectorAdd( origin, dv->xyz, xyz );
451 fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
455 fprintf( f, " )\n" );
459 fprintf( f, "\t\t\t)\n" );
460 fprintf( f, "\t\t}\n" );
461 fprintf( f, "\t}\n\n" );
468 exports a bsp model to a map file
471 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
475 bspDrawSurface_t *ds;
478 /* convert bsp planes to map planes */
479 nummapplanes = numBSPPlanes;
480 for( i = 0; i < numBSPPlanes; i++ )
482 VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
483 mapplanes[ i ].dist = bspPlanes[ i ].dist;
484 mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
485 mapplanes[ i ].hash_chain = 0;
488 /* allocate a build brush */
489 buildBrush = AllocBrush( 512 );
490 buildBrush->entityNum = 0;
491 buildBrush->original = buildBrush;
493 /* go through each brush in the model */
494 for( i = 0; i < model->numBSPBrushes; i++ )
496 num = i + model->firstBSPBrush;
497 brush = &bspBrushes[ num ];
498 ConvertBrush( f, num, brush, origin );
501 /* free the build brush */
504 /* go through each drawsurf in the model */
505 for( i = 0; i < model->numBSPSurfaces; i++ )
507 num = i + model->firstBSPSurface;
508 ds = &bspDrawSurfaces[ num ];
510 /* we only love patches */
511 if( ds->surfaceType == MST_PATCH )
512 ConvertPatch( f, num, ds, origin );
520 exports entity key/value pairs to a map file
523 static void ConvertEPairs( FILE *f, entity_t *e )
529 for( ep = e->epairs; ep != NULL; ep = ep->next )
531 /* ignore empty keys/values */
532 if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
535 /* ignore model keys with * prefixed values */
536 if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
540 fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
548 exports an quake map file from the bsp
551 int ConvertBSPToMap( char *bspName )
559 char name[ 1024 ], base[ 1024 ];
563 Sys_Printf( "--- Convert BSP to MAP ---\n" );
565 /* create the bsp filename from the bsp name */
566 strcpy( name, bspName );
567 StripExtension( name );
568 strcat( name, "_converted.map" );
569 Sys_Printf( "writing %s\n", name );
571 ExtractFileBase( bspName, base );
572 strcat( base, ".bsp" );
575 f = fopen( name, "wb" );
577 Error( "Open failed on %s\n", name );
580 fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
582 /* walk entity list */
583 for( i = 0; i < numEntities; i++ )
589 fprintf( f, "// entity %d\n", i );
593 ConvertEPairs( f, e );
601 value = ValueForKey( e, "model" );
602 if( value[ 0 ] == '*' )
603 modelNum = atoi( value + 1 );
608 /* only handle bsp models */
612 model = &bspModels[ modelNum ];
614 /* get entity origin */
615 value = ValueForKey( e, "origin" );
616 if( value[ 0 ] == '\0' )
617 VectorClear( origin );
619 GetVectorForKey( e, "origin", origin );
622 ConvertModel( f, model, modelNum, origin );
626 fprintf( f, "}\n\n" );
629 /* close the file and return */
632 /* return to sender */