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1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
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.
12
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.
17
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
21
22 ----------------------------------------------------------------------------------
23
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."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define CONVERT_MAP_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42 ConvertBrush()
43 exports a map brush
44 */
45
46 #define SNAP_FLOAT_TO_INT       4
47 #define SNAP_INT_TO_FLOAT       (1.0 / SNAP_FLOAT_TO_INT)
48
49 typedef vec_t vec2_t[2];
50
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)
54 {
55         return
56                 a00 * (a11 * a22 - a12 * a21)
57         -       a01 * (a10 * a22 - a12 * a20)
58         +       a02 * (a10 * a21 - a11 * a20);
59 }
60
61 void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
62 {
63         bspDrawSurface_t *s;
64         int i;
65         int t;
66         vec_t best = 0;
67         vec_t thisarea;
68         vec3_t normdiff;
69         vec3_t v1v0, v2v0, norm;
70         bspDrawVert_t *vert[3];
71         winding_t *polygon;
72         plane_t *buildPlane = &mapplanes[buildSide->planenum];
73         int matches = 0;
74
75         // first, start out with NULLs
76         bestVert[0] = bestVert[1] = bestVert[2] = NULL;
77
78         // brute force through all surfaces
79         for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
80         {
81                 if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
82                         continue;
83                 if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
84                         continue;
85                 for(t = 0; t + 3 <= s->numIndexes; t += 3)
86                 {
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 && VectorCompare(vert[0]->normal, vert[1]->normal) && VectorCompare(vert[1]->normal, vert[2]->normal))
91                         {
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;
95                         }
96                         else
97                         {
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;
105                         }
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)
112                         {
113                                 // 0: 1, 2
114                                 // 1: 2, 0
115                                 // 2; 0, 1
116                                 vec3_t *v1 = &vert[(i+1)%3]->xyz;
117                                 vec3_t *v2 = &vert[(i+2)%3]->xyz;
118                                 vec3_t triNormal;
119                                 vec_t triDist;
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);
126                                 if(!polygon)
127                                         goto exwinding;
128                         }
129                         thisarea = WindingArea(polygon);
130                         if(thisarea > 0)
131                                 ++matches;
132                         if(thisarea > best)
133                         {
134                                 best = thisarea;
135                                 bestVert[0] = vert[0];
136                                 bestVert[1] = vert[1];
137                                 bestVert[2] = vert[2];
138                         }
139                         FreeWinding(polygon);
140 exwinding:
141                         ;
142                 }
143         }
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);
146 }
147
148 #define FRAC(x) ((x) - floor(x))
149 static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives )
150 {
151         int originSize = 256;
152
153         char pattern[6][7][3] = {
154                 { "+++", "+-+", "-++", "-  ", " + ", " - ", "-  " },
155                 { "+++", "-++", "++-", "-  ", "  +", "+  ", "  +" },
156                 { "+++", "++-", "+-+", " - ", "  +", " - ", "  +" },
157                 { "---", "+--", "-+-", "-  ", " + ", " - ", "+  " },
158                 { "---", "--+", "+--", "-  ", "  +", "-  ", "  +" },
159                 { "---", "-+-", "--+", " - ", "  +", " + ", "  +" }
160         };
161         int i;
162 #define S(a,b,c) (pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0)
163
164         /* start brush */
165         fprintf( f, "\t// brush %d\n", num );
166         fprintf( f, "\t{\n" );
167         if(brushPrimitives)
168         {
169                 fprintf( f, "\tbrushDef\n" );
170                 fprintf( f, "\t{\n" );
171         }
172         /* print brush side */
173         /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
174
175         for(i = 0; i < 6; ++i)
176         {
177                 if(brushPrimitives)
178                 {
179                         fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
180                                         origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
181                                         origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
182                                         origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
183                                         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),
184                                         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),
185                                         "common/origin",
186                                         0
187                                    );
188                 }
189                 else
190                 {
191                         fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
192                                         origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
193                                         origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
194                                         origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
195                                         "common/origin",
196                                         FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5) * originSize,
197                                         FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5) * originSize,
198                                         0.0f, 16.0 / originSize, 16.0 / originSize,
199                                         0
200                                    );
201                 }
202         }
203 #undef S
204         
205         /* end brush */
206         if(brushPrimitives)
207                 fprintf( f, "\t}\n" );
208         fprintf( f, "\t}\n\n" );
209 }
210
211 static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
212 {
213         int                             i, j;
214         bspBrushSide_t  *side;
215         side_t                  *buildSide;
216         bspShader_t             *shader;
217         char                    *texture;
218         bspPlane_t              *plane;
219         plane_t         *buildPlane;
220         vec3_t                  pts[ 3 ];
221         bspDrawVert_t   *vert[3];
222         int valid;
223         
224         
225         /* start brush */
226         fprintf( f, "\t// brush %d\n", num );
227         fprintf( f, "\t{\n" );
228         if(brushPrimitives)
229         {
230                 fprintf( f, "\tbrushDef\n" );
231                 fprintf( f, "\t{\n" );
232         }
233         
234         /* clear out build brush */
235         for( i = 0; i < buildBrush->numsides; i++ )
236         {
237                 buildSide = &buildBrush->sides[ i ];
238                 if( buildSide->winding != NULL )
239                 {
240                         FreeWinding( buildSide->winding );
241                         buildSide->winding = NULL;
242                 }
243         }
244         buildBrush->numsides = 0;
245         
246         /* iterate through bsp brush sides */
247         for( i = 0; i < brush->numSides; i++ )
248         {
249                 /* get side */
250                 side = &bspBrushSides[ brush->firstSide + i ];
251                 
252                 /* get shader */
253                 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
254                         continue;
255                 shader = &bspShaders[ side->shaderNum ];
256                 //if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
257                 //      continue;
258                 
259                 /* get plane */
260                 plane = &bspPlanes[ side->planeNum ];
261                 
262                 /* add build side */
263                 buildSide = &buildBrush->sides[ buildBrush->numsides ];
264                 buildBrush->numsides++;
265                 
266                 /* tag it */
267                 buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
268                 buildSide->planenum = side->planeNum;
269                 buildSide->winding = NULL;
270         }
271         
272         /* make brush windings */
273         if( !CreateBrushWindings( buildBrush ) )
274         {
275                 Sys_Printf( "CreateBrushWindings failed\n" );
276                 return;
277         }
278         
279         /* iterate through build brush sides */
280         for( i = 0; i < buildBrush->numsides; i++ )
281         {
282                 /* get build side */
283                 buildSide = &buildBrush->sides[ i ];
284                 
285                 /* get plane */
286                 buildPlane = &mapplanes[ buildSide->planenum ];
287
288                 /* dummy check */
289                 if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
290                         continue;
291
292                 // st-texcoords -> texMat block
293                 // start out with dummy
294                 VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
295                 VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
296
297                 // find surface for this side (by brute force)
298                 // surface format:
299                 //   - meshverts point in pairs of three into verts
300                 //   - (triangles)
301                 //   - find the triangle that has most in common with our side
302                 GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
303                 valid = 0;
304
305                 /* get texture name */
306                 if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
307                         texture = buildSide->shaderInfo->shader + 9;
308                 else
309                         texture = buildSide->shaderInfo->shader;
310                 
311                 /* get plane points and offset by origin */
312                 for( j = 0; j < 3; j++ )
313                 {
314                         VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
315                         //%     pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
316                         //%     pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
317                         //%     pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
318                 }
319
320                 if(vert[0] && vert[1] && vert[2])
321                 {
322                         if(brushPrimitives)
323                         {
324                                 int i;
325                                 vec3_t texX, texY;
326                                 vec2_t xyI, xyJ, xyK;
327                                 vec2_t stI, stJ, stK;
328                                 vec_t D, D0, D1, D2;
329
330                                 ComputeAxisBase(buildPlane->normal, texX, texY);
331
332                                 xyI[0] = DotProduct(vert[0]->xyz, texX);
333                                 xyI[1] = DotProduct(vert[0]->xyz, texY);
334                                 xyJ[0] = DotProduct(vert[1]->xyz, texX);
335                                 xyJ[1] = DotProduct(vert[1]->xyz, texY);
336                                 xyK[0] = DotProduct(vert[2]->xyz, texX);
337                                 xyK[1] = DotProduct(vert[2]->xyz, texY);
338                                 stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
339                                 stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
340                                 stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
341
342                                 //   - solve linear equations:
343                                 //     - (x, y) := xyz . (texX, texY)
344                                 //     - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
345                                 //       (for three vertices)
346                                 D = Det3x3(
347                                         xyI[0], xyI[1], 1,
348                                         xyJ[0], xyJ[1], 1,
349                                         xyK[0], xyK[1], 1
350                                 );
351                                 if(D != 0)
352                                 {
353                                         for(i = 0; i < 2; ++i)
354                                         {
355                                                 D0 = Det3x3(
356                                                         stI[i], xyI[1], 1,
357                                                         stJ[i], xyJ[1], 1,
358                                                         stK[i], xyK[1], 1
359                                                 );
360                                                 D1 = Det3x3(
361                                                         xyI[0], stI[i], 1,
362                                                         xyJ[0], stJ[i], 1,
363                                                         xyK[0], stK[i], 1
364                                                 );
365                                                 D2 = Det3x3(
366                                                         xyI[0], xyI[1], stI[i],
367                                                         xyJ[0], xyJ[1], stJ[i],
368                                                         xyK[0], xyK[1], stK[i]
369                                                 );
370                                                 VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
371                                         }
372                                         valid = 1;
373                                 }
374                                 else
375                                         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",
376                                                 buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
377                                                 vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
378                                                 texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
379                                                 vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
380                                                 vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
381                                                 vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
382                                                 );
383
384                                 /* print brush side */
385                                 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
386                                 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
387                                                 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
388                                                 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
389                                                 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
390                                                 buildSide->texMat[0][0], buildSide->texMat[0][1], FRAC(buildSide->texMat[0][2]),
391                                                 buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC(buildSide->texMat[1][2]),
392                                                 texture,
393                                                 // DEBUG: valid ? 0 : C_DETAIL
394                                                 0
395                                            );
396                         }
397                         else
398                         {
399                                 // invert QuakeTextureVecs
400                                 int i;
401                                 vec3_t vecs[2];
402                                 int sv, tv;
403                                 vec2_t stI, stJ, stK;
404                                 vec3_t sts[2];
405                                 vec2_t shift, scale;
406                                 vec_t rotate;
407                                 vec_t D, D0, D1, D2;
408
409                                 TextureAxisFromPlane(buildPlane, vecs[0], vecs[1]);
410                                 if (vecs[0][0])
411                                         sv = 0;
412                                 else if (vecs[0][1])
413                                         sv = 1;
414                                 else
415                                         sv = 2;
416                                 if (vecs[1][0])
417                                         tv = 0;
418                                 else if (vecs[1][1])
419                                         tv = 1;
420                                 else
421                                         tv = 2;
422
423                                 stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
424                                 stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
425                                 stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
426
427                                 D = Det3x3(
428                                         vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
429                                         vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
430                                         vert[2]->xyz[sv], vert[2]->xyz[tv], 1
431                                 );
432                                 if(D != 0)
433                                 {
434                                         for(i = 0; i < 2; ++i)
435                                         {
436                                                 D0 = Det3x3(
437                                                         stI[i], vert[0]->xyz[tv], 1,
438                                                         stJ[i], vert[1]->xyz[tv], 1,
439                                                         stK[i], vert[2]->xyz[tv], 1
440                                                 );
441                                                 D1 = Det3x3(
442                                                         vert[0]->xyz[sv], stI[i], 1,
443                                                         vert[1]->xyz[sv], stJ[i], 1,
444                                                         vert[2]->xyz[sv], stK[i], 1
445                                                 );
446                                                 D2 = Det3x3(
447                                                         vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
448                                                         vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
449                                                         vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
450                                                 );
451                                                 VectorSet(sts[i], D0 / D, D1 / D, D2 / D);
452                                         }
453                                         valid = 1;
454                                 }
455                                 else
456                                         fprintf(stderr, "degenerate triangle found when solving texDef equations\n"); // FIXME add stuff here
457
458                                 // now we must solve:
459                                         //      // now we must invert:
460                                         //      ang = rotate / 180 * Q_PI;
461                                         //      sinv = sin(ang);
462                                         //      cosv = cos(ang);
463                                         //      ns = cosv * vecs[0][sv];
464                                         //      nt = sinv * vecs[0][sv];
465                                         //      vecsrotscaled[0][sv] = ns / scale[0];
466                                         //      vecsrotscaled[0][tv] = nt / scale[0];
467                                         //      ns = -sinv * vecs[1][tv];
468                                         //      nt =  cosv * vecs[1][tv];
469                                         //      vecsrotscaled[1][sv] = ns / scale[1];
470                                         //      vecsrotscaled[1][tv] = nt / scale[1];
471                                 scale[0] = 1.0/sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
472                                 scale[1] = 1.0/sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
473                                 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);
474                                 shift[0] = buildSide->shaderInfo->shaderWidth * FRAC(sts[0][2] / buildSide->shaderInfo->shaderWidth);
475                                 shift[1] = buildSide->shaderInfo->shaderHeight * FRAC(sts[1][2] / buildSide->shaderInfo->shaderHeight);
476
477                                 /* print brush side */
478                                 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
479                                 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
480                                                 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
481                                                 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
482                                                 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
483                                                 texture,
484                                                 shift[0], shift[1], rotate, scale[0], scale[1],
485                                                 // DEBUG: valid ? 0 : C_DETAIL
486                                                 0
487                                            );
488                         }
489                 }
490                 else
491                 {
492                         vec3_t  vecs[ 2 ];
493                         if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
494                         if(strcmp(buildSide->shaderInfo->shader, "noshader"))
495                         if(strcmp(buildSide->shaderInfo->shader, "default"))
496                         {
497                                 fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
498                                 texture = "common/WTF";
499                         }
500
501                         MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
502                         VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
503                         VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
504                         VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
505                         if(brushPrimitives)
506                         {
507                                 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
508                                                 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
509                                                 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
510                                                 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
511                                                 1.0f/16.0f, 0.0f, 0.0f,
512                                                 0.0f, 1.0f/16.0f, 0.0f,
513                                                 texture,
514                                                 // DEBUG: valid ? 0 : C_DETAIL
515                                                 0
516                                            );
517                         }
518                         else
519                         {
520                                 fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
521                                                 pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
522                                                 pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
523                                                 pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
524                                                 texture,
525                                                 0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
526                                                 // DEBUG: valid ? 0 : C_DETAIL
527                                                 0
528                                            );
529                         }
530                 }
531         }
532         
533         /* end brush */
534         if(brushPrimitives)
535         {
536                 fprintf( f, "\t}\n" );
537         }
538         fprintf( f, "\t}\n\n" );
539 }
540 #undef FRAC
541
542 #if 0
543         /* iterate through the brush sides (ignore the first 6 bevel planes) */
544         for( i = 0; i < brush->numSides; i++ )
545         {
546                 /* get side */
547                 side = &bspBrushSides[ brush->firstSide + i ];
548                 
549                 /* get shader */
550                 if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
551                         continue;
552                 shader = &bspShaders[ side->shaderNum ];
553                 if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
554                         continue;
555                 
556                 /* get texture name */
557                 if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
558                         texture = shader->shader + 9;
559                 else
560                         texture = shader->shader;
561                 
562                 /* get plane */
563                 plane = &bspPlanes[ side->planeNum ];
564
565                 /* make plane points */
566                 {
567                         vec3_t  vecs[ 2 ];
568
569                         
570                         MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
571                         VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
572                         VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
573                         VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
574                 }
575
576                 /* offset by origin */
577                 for( j = 0; j < 3; j++ )
578                         VectorAdd( pts[ j ], origin, pts[ j ] );
579                 
580                 /* print brush side */
581                 /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
582                 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",
583                         pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
584                         pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
585                         pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
586                         texture );
587         }
588 #endif
589
590
591
592 /*
593 ConvertPatch()
594 converts a bsp patch to a map patch
595
596         {
597                 patchDef2
598                 {
599                         base_wall/concrete
600                         ( 9 3 0 0 0 )
601                         (
602                                 ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
603                                 ...
604                         )
605                 }
606         }
607
608 */
609
610 static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
611 {
612         int                             x, y;
613         bspShader_t             *shader;
614         char                    *texture;
615         bspDrawVert_t   *dv;
616         vec3_t                  xyz;
617         
618         
619         /* only patches */
620         if( ds->surfaceType != MST_PATCH )
621                 return;
622         
623         /* get shader */
624         if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
625                 return;
626         shader = &bspShaders[ ds->shaderNum ];
627         
628         /* get texture name */
629         if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
630                 texture = shader->shader + 9;
631         else
632                 texture = shader->shader;
633         
634         /* start patch */
635         fprintf( f, "\t// patch %d\n", num );
636         fprintf( f, "\t{\n" );
637         fprintf( f, "\t\tpatchDef2\n" );
638         fprintf( f, "\t\t{\n" );
639         fprintf( f, "\t\t\t%s\n", texture );
640         fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
641         fprintf( f, "\t\t\t(\n" );
642         
643         /* iterate through the verts */
644         for( x = 0; x < ds->patchWidth; x++ )
645         {
646                 /* start row */
647                 fprintf( f, "\t\t\t\t(" );
648                 
649                 /* iterate through the row */
650                 for( y = 0; y < ds->patchHeight; y++ )
651                 {
652                         /* get vert */
653                         dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
654                         
655                         /* offset it */
656                         VectorAdd( origin, dv->xyz, xyz );
657                         
658                         /* print vertex */
659                         fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
660                 }
661                 
662                 /* end row */
663                 fprintf( f, " )\n" );
664         }
665         
666         /* end patch */
667         fprintf( f, "\t\t\t)\n" );
668         fprintf( f, "\t\t}\n" );
669         fprintf( f, "\t}\n\n" );
670 }
671
672
673
674 /*
675 ConvertModel()
676 exports a bsp model to a map file
677 */
678
679 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
680 {
681         int                                     i, num;
682         bspBrush_t                      *brush;
683         bspDrawSurface_t        *ds;
684         
685         
686         /* convert bsp planes to map planes */
687         nummapplanes = numBSPPlanes;
688         AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024);
689         for( i = 0; i < numBSPPlanes; i++ )
690         {
691                 VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
692                 mapplanes[ i ].dist = bspPlanes[ i ].dist;
693                 mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
694                 mapplanes[ i ].hash_chain = 0;
695         }
696         
697         /* allocate a build brush */
698         buildBrush = AllocBrush( 512 );
699         buildBrush->entityNum = 0;
700         buildBrush->original = buildBrush;
701
702         if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
703                 ConvertOriginBrush(f, -1, origin, brushPrimitives);
704         
705         /* go through each brush in the model */
706         for( i = 0; i < model->numBSPBrushes; i++ )
707         {
708                 num = i + model->firstBSPBrush;
709                 brush = &bspBrushes[ num ];
710                 ConvertBrush( f, num, brush, origin, brushPrimitives );
711         }
712         
713         /* free the build brush */
714         free( buildBrush );
715         
716         /* go through each drawsurf in the model */
717         for( i = 0; i < model->numBSPSurfaces; i++ )
718         {
719                 num = i + model->firstBSPSurface;
720                 ds = &bspDrawSurfaces[ num ];
721                 
722                 /* we only love patches */
723                 if( ds->surfaceType == MST_PATCH )
724                         ConvertPatch( f, num, ds, origin );
725         }
726 }
727
728
729
730 /*
731 ConvertEPairs()
732 exports entity key/value pairs to a map file
733 */
734
735 static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin )
736 {
737         epair_t *ep;
738         
739         
740         /* walk epairs */
741         for( ep = e->epairs; ep != NULL; ep = ep->next )
742         {
743                 /* ignore empty keys/values */
744                 if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
745                         continue;
746
747                 /* ignore model keys with * prefixed values */
748                 if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
749                         continue;
750                 
751                 /* ignore origin keys if skip_origin is set */
752                 if( skip_origin && !Q_stricmp( ep->key, "origin" ) )
753                         continue;
754                 
755                 /* emit the epair */
756                 fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
757         }
758 }
759
760
761
762 /*
763 ConvertBSPToMap()
764 exports an quake map file from the bsp
765 */
766
767 int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
768 {
769         int                             i, modelNum;
770         FILE                    *f;
771         bspModel_t              *model;
772         entity_t                *e;
773         vec3_t                  origin;
774         const char              *value;
775         char                    name[ 1024 ], base[ 1024 ];
776         
777         
778         /* note it */
779         Sys_Printf( "--- Convert BSP to MAP ---\n" );
780         
781         /* create the bsp filename from the bsp name */
782         strcpy( name, bspName );
783         StripExtension( name );
784         strcat( name, "_converted.map" );
785         Sys_Printf( "writing %s\n", name );
786         
787         ExtractFileBase( bspName, base );
788         strcat( base, ".bsp" );
789         
790         /* open it */
791         f = fopen( name, "wb" );
792         if( f == NULL )
793                 Error( "Open failed on %s\n", name );
794         
795         /* print header */
796         fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
797         
798         /* walk entity list */
799         for( i = 0; i < numEntities; i++ )
800         {
801                 /* get entity */
802                 e = &entities[ i ];
803                 
804                 /* start entity */
805                 fprintf( f, "// entity %d\n", i );
806                 fprintf( f, "{\n" );
807                 
808                 /* get model num */
809                 if( i == 0 )
810                         modelNum = 0;
811                 else
812                 {
813                         value = ValueForKey( e, "model" );
814                         if( value[ 0 ] == '*' )
815                                 modelNum = atoi( value + 1 );
816                         else
817                                 modelNum = -1;
818                 }
819                 
820                 /* export keys */
821                 ConvertEPairs( f, e, modelNum >= 0 );
822                 fprintf( f, "\n" );
823                 
824                 /* only handle bsp models */
825                 if( modelNum >= 0 )
826                 {
827                         /* get model */
828                         model = &bspModels[ modelNum ];
829                         
830                         /* get entity origin */
831                         value = ValueForKey( e, "origin" );
832                         if( value[ 0 ] == '\0' )
833                                 VectorClear( origin );
834                         else
835                                 GetVectorForKey( e, "origin", origin );
836                         
837                         /* convert model */
838                         ConvertModel( f, model, modelNum, origin, brushPrimitives );
839                 }
840                 
841                 /* end entity */
842                 fprintf( f, "}\n\n" );
843         }
844         
845         /* close the file and return */
846         fclose( f );
847         
848         /* return to sender */
849         return 0;
850 }
851
852 int ConvertBSPToMap( char *bspName )
853 {
854         return ConvertBSPToMap_Ext(bspName, qfalse);
855 }
856
857 int ConvertBSPToMap_BP( char *bspName )
858 {
859         return ConvertBSPToMap_Ext(bspName, qtrue);
860 }