1052 lines
30 KiB
C++
1052 lines
30 KiB
C++
/* -------------------------------------------------------------------------------
|
|
|
|
Copyright (C) 1999-2007 id Software, Inc. and contributors.
|
|
For a list of contributors, see the accompanying CONTRIBUTORS file.
|
|
|
|
This file is part of GtkRadiant.
|
|
|
|
GtkRadiant is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 2 of the License, or
|
|
(at your option) any later version.
|
|
|
|
GtkRadiant is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with GtkRadiant; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
|
|
----------------------------------------------------------------------------------
|
|
|
|
This code has been altered significantly from its original form, to support
|
|
several games based on the Quake III Arena engine, in the form of "Q3Map2."
|
|
|
|
------------------------------------------------------------------------------- */
|
|
|
|
|
|
|
|
/* dependencies */
|
|
#include "q3map2.h"
|
|
|
|
|
|
|
|
/*
|
|
ConvertBrush()
|
|
exports a map brush
|
|
*/
|
|
|
|
static float Det3x3( float a00, float a01, float a02,
|
|
float a10, float a11, float a12,
|
|
float a20, float a21, float a22 ){
|
|
return
|
|
a00 * ( a11 * a22 - a12 * a21 )
|
|
- a01 * ( a10 * a22 - a12 * a20 )
|
|
+ a02 * ( a10 * a21 - a11 * a20 );
|
|
}
|
|
|
|
void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t *bestVert[3] ){
|
|
bspDrawSurface_t *s;
|
|
int i;
|
|
int t;
|
|
float best = 0;
|
|
float thisarea;
|
|
bspDrawVert_t *vert[3];
|
|
winding_t *polygon;
|
|
plane_t *buildPlane = &mapplanes[buildSide->planenum];
|
|
int matches = 0;
|
|
|
|
// first, start out with NULLs
|
|
bestVert[0] = bestVert[1] = bestVert[2] = NULL;
|
|
|
|
// brute force through all surfaces
|
|
for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s )
|
|
{
|
|
if ( s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP ) {
|
|
continue;
|
|
}
|
|
if ( !strEqual( buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader ) ) {
|
|
continue;
|
|
}
|
|
for ( t = 0; t + 3 <= s->numIndexes; t += 3 )
|
|
{
|
|
vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
|
|
vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
|
|
vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]];
|
|
if ( s->surfaceType == MST_PLANAR && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) {
|
|
if ( vector3_length( vert[0]->normal - buildPlane->normal() ) >= normalEpsilon ) {
|
|
continue;
|
|
}
|
|
if ( vector3_length( vert[1]->normal - buildPlane->normal() ) >= normalEpsilon ) {
|
|
continue;
|
|
}
|
|
if ( vector3_length( vert[2]->normal - buildPlane->normal() ) >= normalEpsilon ) {
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// this is more prone to roundoff errors, but with embedded
|
|
// models, there is no better way
|
|
Plane3f plane;
|
|
PlaneFromPoints( plane, vert[0]->xyz, vert[1]->xyz, vert[2]->xyz );
|
|
if ( vector3_length( plane.normal() - buildPlane->normal() ) >= normalEpsilon ) {
|
|
continue;
|
|
}
|
|
}
|
|
// fixme? better distance epsilon
|
|
if ( abs( plane3_distance_to_point( buildPlane->plane, vert[0]->xyz ) ) > 1 ) {
|
|
continue;
|
|
}
|
|
if ( abs( plane3_distance_to_point( buildPlane->plane, vert[1]->xyz ) ) > 1 ) {
|
|
continue;
|
|
}
|
|
if ( abs( plane3_distance_to_point( buildPlane->plane, vert[2]->xyz ) ) > 1 ) {
|
|
continue;
|
|
}
|
|
// Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
|
|
polygon = CopyWinding( buildSide->winding );
|
|
for ( i = 0; i < 3; ++i )
|
|
{
|
|
// 0: 1, 2
|
|
// 1: 2, 0
|
|
// 2; 0, 1
|
|
const Vector3& v1 = vert[( i + 1 ) % 3]->xyz;
|
|
const Vector3& v2 = vert[( i + 2 ) % 3]->xyz;
|
|
// we now need to generate the plane spanned by normal and (v2 - v1).
|
|
Plane3f plane( vector3_cross( v2 - v1, buildPlane->normal() ), 0 );
|
|
plane.dist() = vector3_dot( v1, plane.normal() );
|
|
ChopWindingInPlace( &polygon, plane, distanceEpsilon );
|
|
if ( !polygon ) {
|
|
goto exwinding;
|
|
}
|
|
}
|
|
thisarea = WindingArea( polygon );
|
|
if ( thisarea > 0 ) {
|
|
++matches;
|
|
}
|
|
if ( thisarea > best ) {
|
|
best = thisarea;
|
|
bestVert[0] = vert[0];
|
|
bestVert[1] = vert[1];
|
|
bestVert[2] = vert[2];
|
|
}
|
|
FreeWinding( polygon );
|
|
exwinding:
|
|
;
|
|
}
|
|
}
|
|
//if(!striEqualPrefix(buildSide->shaderInfo->shader, "textures/common/"))
|
|
// fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
|
|
}
|
|
|
|
#define FRAC( x ) ( ( x ) - floor( x ) )
|
|
static void ConvertOriginBrush( FILE *f, int num, const Vector3& origin, bool brushPrimitives ){
|
|
int originSize = 256;
|
|
|
|
char pattern[6][7][4] = {
|
|
{ "+++", "+-+", "-++", "- ", " + ", " - ", "- " },
|
|
{ "+++", "-++", "++-", "- ", " +", "+ ", " +" },
|
|
{ "+++", "++-", "+-+", " - ", " +", " - ", " +" },
|
|
{ "---", "+--", "-+-", "- ", " + ", " - ", "+ " },
|
|
{ "---", "--+", "+--", "- ", " +", "- ", " +" },
|
|
{ "---", "-+-", "--+", " - ", " +", " + ", " +" }
|
|
};
|
|
int i;
|
|
#define S( a,b,c ) ( pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0 )
|
|
|
|
/* start brush */
|
|
fprintf( f, "\t// brush %d\n", num );
|
|
fprintf( f, "\t{\n" );
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\tbrushDef\n" );
|
|
fprintf( f, "\t{\n" );
|
|
}
|
|
/* print brush side */
|
|
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
|
|
|
|
for ( i = 0; i < 6; ++i )
|
|
{
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
|
|
origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
|
|
origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
|
|
origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
|
|
1.0f / 16.0f, 0.0f, FRAC( ( S( i,5,0 ) * origin[0] + S( i,5,1 ) * origin[1] + S( i,5,2 ) * origin[2] ) / 16.0 + 0.5 ),
|
|
0.0f, 1.0f / 16.0f, FRAC( ( S( i,6,0 ) * origin[0] + S( i,6,1 ) * origin[1] + S( i,6,2 ) * origin[2] ) / 16.0 + 0.5 ),
|
|
"common/origin",
|
|
0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
|
|
origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
|
|
origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
|
|
origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
|
|
"common/origin",
|
|
FRAC( ( S( i,3,0 ) * origin[0] + S( i,3,1 ) * origin[1] + S( i,3,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
|
|
FRAC( ( S( i,4,0 ) * origin[0] + S( i,4,1 ) * origin[1] + S( i,4,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
|
|
0.0f, 16.0 / originSize, 16.0 / originSize,
|
|
0
|
|
);
|
|
}
|
|
}
|
|
#undef S
|
|
|
|
/* end brush */
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t}\n" );
|
|
}
|
|
fprintf( f, "\t}\n\n" );
|
|
}
|
|
|
|
static void ConvertBrushFast( FILE *f, int num, bspBrush_t *brush, const Vector3& origin, bool brushPrimitives ){
|
|
int i;
|
|
bspBrushSide_t *side;
|
|
side_t *buildSide;
|
|
bspShader_t *shader;
|
|
const char *texture;
|
|
plane_t *buildPlane;
|
|
Vector3 pts[ 3 ];
|
|
|
|
|
|
/* clear out build brush */
|
|
for ( i = 0; i < buildBrush->numsides; i++ )
|
|
{
|
|
buildSide = &buildBrush->sides[ i ];
|
|
if ( buildSide->winding != NULL ) {
|
|
FreeWinding( buildSide->winding );
|
|
buildSide->winding = NULL;
|
|
}
|
|
}
|
|
buildBrush->numsides = 0;
|
|
|
|
bool modelclip = false;
|
|
/* try to guess if thats model clip */
|
|
if ( force ){
|
|
int notNoShader = 0;
|
|
modelclip = true;
|
|
for ( i = 0; i < brush->numSides; i++ )
|
|
{
|
|
/* get side */
|
|
side = &bspBrushSides[ brush->firstSide + i ];
|
|
|
|
/* get shader */
|
|
if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
|
|
continue;
|
|
}
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
|
|
if( !striEqual( shader->shader, "noshader" ) ){
|
|
notNoShader++;
|
|
}
|
|
if( notNoShader > 1 ){
|
|
modelclip = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* iterate through bsp brush sides */
|
|
for ( i = 0; i < brush->numSides; i++ )
|
|
{
|
|
/* get side */
|
|
side = &bspBrushSides[ brush->firstSide + i ];
|
|
|
|
/* get shader */
|
|
if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
|
|
continue;
|
|
}
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
|
|
if( striEqual( shader->shader, "default" ) || ( striEqual( shader->shader, "noshader" ) && !modelclip ) )
|
|
continue;
|
|
|
|
/* add build side */
|
|
buildSide = &buildBrush->sides[ buildBrush->numsides ];
|
|
buildBrush->numsides++;
|
|
|
|
/* tag it */
|
|
buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
|
|
buildSide->planenum = side->planeNum;
|
|
buildSide->winding = NULL;
|
|
}
|
|
|
|
if ( !CreateBrushWindings( buildBrush ) ) {
|
|
//Sys_Printf( "CreateBrushWindings failed\n" );
|
|
return;
|
|
}
|
|
|
|
/* start brush */
|
|
fprintf( f, "\t// brush %d\n", num );
|
|
fprintf( f, "\t{\n" );
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\tbrushDef\n" );
|
|
fprintf( f, "\t{\n" );
|
|
}
|
|
|
|
/* iterate through build brush sides */
|
|
for ( i = 0; i < buildBrush->numsides; i++ )
|
|
{
|
|
/* get build side */
|
|
buildSide = &buildBrush->sides[ i ];
|
|
|
|
/* get plane */
|
|
buildPlane = &mapplanes[ buildSide->planenum ];
|
|
|
|
/* dummy check */
|
|
if ( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) {
|
|
continue;
|
|
}
|
|
|
|
/* get texture name */
|
|
if ( striEqualPrefix( buildSide->shaderInfo->shader, "textures/" ) ) {
|
|
texture = buildSide->shaderInfo->shader + 9;
|
|
}
|
|
else{
|
|
texture = buildSide->shaderInfo->shader;
|
|
}
|
|
|
|
{
|
|
Vector3 vecs[ 2 ];
|
|
MakeNormalVectors( buildPlane->normal(), vecs[ 0 ], vecs[ 1 ] );
|
|
pts[ 0 ] = buildPlane->normal() * buildPlane->dist() + origin;
|
|
pts[ 1 ] = pts[ 0 ] + vecs[ 0 ] * 256.0f;
|
|
pts[ 2 ] = pts[ 0 ] + vecs[ 1 ] * 256.0f;
|
|
}
|
|
|
|
{
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
1.0f / 32.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f / 32.0f, 0.0f,
|
|
texture,
|
|
0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
texture,
|
|
0.0f, 0.0f, 0.0f, 0.5f, 0.5f,
|
|
0
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* end brush */
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t}\n" );
|
|
}
|
|
fprintf( f, "\t}\n\n" );
|
|
}
|
|
|
|
static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, const Vector3& origin, bool brushPrimitives ){
|
|
int i, j;
|
|
bspBrushSide_t *side;
|
|
side_t *buildSide;
|
|
bspShader_t *shader;
|
|
const char *texture;
|
|
plane_t *buildPlane;
|
|
Vector3 pts[ 3 ];
|
|
bspDrawVert_t *vert[3];
|
|
|
|
|
|
/* clear out build brush */
|
|
for ( i = 0; i < buildBrush->numsides; i++ )
|
|
{
|
|
buildSide = &buildBrush->sides[ i ];
|
|
if ( buildSide->winding != NULL ) {
|
|
FreeWinding( buildSide->winding );
|
|
buildSide->winding = NULL;
|
|
}
|
|
}
|
|
buildBrush->numsides = 0;
|
|
|
|
bool modelclip = false;
|
|
/* try to guess if thats model clip */
|
|
if ( force ){
|
|
int notNoShader = 0;
|
|
modelclip = true;
|
|
for ( i = 0; i < brush->numSides; i++ )
|
|
{
|
|
/* get side */
|
|
side = &bspBrushSides[ brush->firstSide + i ];
|
|
|
|
/* get shader */
|
|
if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
|
|
continue;
|
|
}
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
|
|
if( !striEqual( shader->shader, "noshader" ) ){
|
|
notNoShader++;
|
|
}
|
|
if( notNoShader > 1 ){
|
|
modelclip = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* iterate through bsp brush sides */
|
|
for ( i = 0; i < brush->numSides; i++ )
|
|
{
|
|
/* get side */
|
|
side = &bspBrushSides[ brush->firstSide + i ];
|
|
|
|
/* get shader */
|
|
if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
|
|
continue;
|
|
}
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
|
|
if( striEqual( shader->shader, "default" ) || ( striEqual( shader->shader, "noshader" ) && !modelclip ) )
|
|
continue;
|
|
|
|
/* add build side */
|
|
buildSide = &buildBrush->sides[ buildBrush->numsides ];
|
|
buildBrush->numsides++;
|
|
|
|
/* tag it */
|
|
buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
|
|
buildSide->planenum = side->planeNum;
|
|
buildSide->winding = NULL;
|
|
}
|
|
|
|
/* make brush windings */
|
|
if ( !CreateBrushWindings( buildBrush ) ) {
|
|
//Sys_Printf( "CreateBrushWindings failed\n" );
|
|
return;
|
|
}
|
|
|
|
/* start brush */
|
|
fprintf( f, "\t// brush %d\n", num );
|
|
fprintf( f, "\t{\n" );
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\tbrushDef\n" );
|
|
fprintf( f, "\t{\n" );
|
|
}
|
|
|
|
/* iterate through build brush sides */
|
|
for ( i = 0; i < buildBrush->numsides; i++ )
|
|
{
|
|
/* get build side */
|
|
buildSide = &buildBrush->sides[ i ];
|
|
|
|
/* get plane */
|
|
buildPlane = &mapplanes[ buildSide->planenum ];
|
|
|
|
/* dummy check */
|
|
if ( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) {
|
|
continue;
|
|
}
|
|
|
|
// st-texcoords -> texMat block
|
|
// start out with dummy
|
|
buildSide->texMat[0] = { 1 / 32.0, 0, 0 };
|
|
buildSide->texMat[1] = { 0, 1 / 32.0, 0 };
|
|
|
|
// find surface for this side (by brute force)
|
|
// surface format:
|
|
// - meshverts point in pairs of three into verts
|
|
// - (triangles)
|
|
// - find the triangle that has most in common with our side
|
|
GetBestSurfaceTriangleMatchForBrushside( buildSide, vert );
|
|
|
|
/* get texture name */
|
|
if ( striEqualPrefix( buildSide->shaderInfo->shader, "textures/" ) ) {
|
|
texture = buildSide->shaderInfo->shader + 9;
|
|
}
|
|
else{
|
|
texture = buildSide->shaderInfo->shader;
|
|
}
|
|
|
|
/* recheck and fix winding points, fails occur somehow */
|
|
int match = 0;
|
|
for ( j = 0; j < buildSide->winding->numpoints; j++ ){
|
|
if ( fabs( plane3_distance_to_point( buildPlane->plane, buildSide->winding->p[ j ] ) ) >= distanceEpsilon ) {
|
|
continue;
|
|
}
|
|
else{
|
|
pts[ match ] = buildSide->winding->p[ j ];
|
|
match++;
|
|
/* got 3 fine points? */
|
|
if( match > 2 )
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( match > 2 ){
|
|
//Sys_Printf( "pointsKK " );
|
|
Plane3f testplane;
|
|
if ( PlaneFromPoints( testplane, pts ) ){
|
|
if( !PlaneEqual( buildPlane, testplane ) ){
|
|
//Sys_Printf( "1: %f %f %f %f\n2: %f %f %f %f\n", buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2], buildPlane->dist, testplane[0], testplane[1], testplane[2], testplane[3] );
|
|
match--;
|
|
//Sys_Printf( "planentEQ " );
|
|
}
|
|
}
|
|
else{
|
|
match--;
|
|
}
|
|
}
|
|
|
|
|
|
if( match > 2 ){
|
|
//Sys_Printf( "ok " );
|
|
/* offset by origin */
|
|
for ( j = 0; j < 3; j++ )
|
|
pts[ j ] += origin;
|
|
}
|
|
else{
|
|
Vector3 vecs[ 2 ];
|
|
MakeNormalVectors( buildPlane->normal(), vecs[ 0 ], vecs[ 1 ] );
|
|
pts[ 0 ] = buildPlane->normal() * buildPlane->dist() + origin;
|
|
pts[ 1 ] = pts[ 0 ] + vecs[ 0 ] * 256.0f;
|
|
pts[ 2 ] = pts[ 0 ] + vecs[ 1 ] * 256.0f;
|
|
//Sys_Printf( "not\n" );
|
|
}
|
|
|
|
if ( vert[0] && vert[1] && vert[2] ) {
|
|
if ( brushPrimitives ) {
|
|
int i;
|
|
Vector3 texX, texY;
|
|
Vector2 xyI, xyJ, xyK;
|
|
Vector2 stI, stJ, stK;
|
|
float D, D0, D1, D2;
|
|
|
|
ComputeAxisBase( buildPlane->normal(), texX, texY );
|
|
|
|
xyI[0] = vector3_dot( vert[0]->xyz, texX );
|
|
xyI[1] = vector3_dot( vert[0]->xyz, texY );
|
|
xyJ[0] = vector3_dot( vert[1]->xyz, texX );
|
|
xyJ[1] = vector3_dot( vert[1]->xyz, texY );
|
|
xyK[0] = vector3_dot( vert[2]->xyz, texX );
|
|
xyK[1] = vector3_dot( vert[2]->xyz, texY );
|
|
stI = vert[0]->st;
|
|
stJ = vert[1]->st;
|
|
stK = vert[2]->st;
|
|
|
|
// - solve linear equations:
|
|
// - (x, y) := xyz . (texX, texY)
|
|
// - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
|
|
// (for three vertices)
|
|
D = Det3x3(
|
|
xyI[0], xyI[1], 1,
|
|
xyJ[0], xyJ[1], 1,
|
|
xyK[0], xyK[1], 1
|
|
);
|
|
if ( D != 0 ) {
|
|
for ( i = 0; i < 2; ++i )
|
|
{
|
|
D0 = Det3x3(
|
|
stI[i], xyI[1], 1,
|
|
stJ[i], xyJ[1], 1,
|
|
stK[i], xyK[1], 1
|
|
);
|
|
D1 = Det3x3(
|
|
xyI[0], stI[i], 1,
|
|
xyJ[0], stJ[i], 1,
|
|
xyK[0], stK[i], 1
|
|
);
|
|
D2 = Det3x3(
|
|
xyI[0], xyI[1], stI[i],
|
|
xyJ[0], xyJ[1], stJ[i],
|
|
xyK[0], xyK[1], stK[i]
|
|
);
|
|
buildSide->texMat[i] = { D0 / D, D1 / D, D2 / D };
|
|
}
|
|
}
|
|
else{
|
|
fprintf( stderr, "degenerate triangle found when solving texMat equations for\n(%f %f %f) (%f %f %f) (%f %f %f)\n( %f %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n",
|
|
buildPlane->normal()[0], buildPlane->normal()[1], buildPlane->normal()[2],
|
|
vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
|
|
texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
|
|
vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
|
|
vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
|
|
vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
|
|
);
|
|
}
|
|
|
|
/* print brush side */
|
|
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
buildSide->texMat[0][0], buildSide->texMat[0][1], FRAC( buildSide->texMat[0][2] ),
|
|
buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC( buildSide->texMat[1][2] ),
|
|
texture,
|
|
0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
// invert QuakeTextureVecs
|
|
int i;
|
|
Vector3 vecs[2];
|
|
int sv, tv;
|
|
float stI[2], stJ[2], stK[2];
|
|
Vector3 sts[2];
|
|
float shift[2], scale[2];
|
|
float rotate;
|
|
float D, D0, D1, D2;
|
|
|
|
TextureAxisFromPlane( buildPlane, vecs[0], vecs[1] );
|
|
if ( vecs[0][0] ) {
|
|
sv = 0;
|
|
}
|
|
else if ( vecs[0][1] ) {
|
|
sv = 1;
|
|
}
|
|
else{
|
|
sv = 2;
|
|
}
|
|
if ( vecs[1][0] ) {
|
|
tv = 0;
|
|
}
|
|
else if ( vecs[1][1] ) {
|
|
tv = 1;
|
|
}
|
|
else{
|
|
tv = 2;
|
|
}
|
|
|
|
stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
|
|
stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
|
|
stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
|
|
|
|
D = Det3x3(
|
|
vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
|
|
vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
|
|
vert[2]->xyz[sv], vert[2]->xyz[tv], 1
|
|
);
|
|
if ( D != 0 ) {
|
|
for ( i = 0; i < 2; ++i )
|
|
{
|
|
D0 = Det3x3(
|
|
stI[i], vert[0]->xyz[tv], 1,
|
|
stJ[i], vert[1]->xyz[tv], 1,
|
|
stK[i], vert[2]->xyz[tv], 1
|
|
);
|
|
D1 = Det3x3(
|
|
vert[0]->xyz[sv], stI[i], 1,
|
|
vert[1]->xyz[sv], stJ[i], 1,
|
|
vert[2]->xyz[sv], stK[i], 1
|
|
);
|
|
D2 = Det3x3(
|
|
vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
|
|
vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
|
|
vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
|
|
);
|
|
sts[i] = { D0 / D, D1 / D, D2 / D };
|
|
//Sys_Printf( "%.3f %.3f %.3f \n", sts[i][0], sts[i][1], sts[i][2] );
|
|
}
|
|
}
|
|
else{
|
|
fprintf( stderr, "degenerate triangle found when solving texDef equations\n" ); // FIXME add stuff here
|
|
sts[0] = { 2.f, 0.f, 0.f };
|
|
sts[1] = { 0.f, -2.f, 0.f };
|
|
}
|
|
// now we must solve:
|
|
// // now we must invert:
|
|
// ang = degrees_to_radians( rotate );
|
|
// sinv = sin(ang);
|
|
// cosv = cos(ang);
|
|
// ns = cosv * vecs[0][sv];
|
|
// nt = sinv * vecs[0][sv];
|
|
// vecsrotscaled[0][sv] = ns / scale[0];
|
|
// vecsrotscaled[0][tv] = nt / scale[0];
|
|
// ns = -sinv * vecs[1][tv];
|
|
// nt = cosv * vecs[1][tv];
|
|
// vecsrotscaled[1][sv] = ns / scale[1];
|
|
// vecsrotscaled[1][tv] = nt / scale[1];
|
|
scale[0] = 1.0 / sqrt( sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1] );
|
|
scale[1] = 1.0 / sqrt( sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1] );
|
|
rotate = radians_to_degrees( 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] ) );
|
|
shift[0] = buildSide->shaderInfo->shaderWidth * FRAC( sts[0][2] / buildSide->shaderInfo->shaderWidth );
|
|
shift[1] = buildSide->shaderInfo->shaderHeight * FRAC( sts[1][2] / buildSide->shaderInfo->shaderHeight );
|
|
|
|
/* print brush side */
|
|
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
texture,
|
|
shift[0], shift[1], rotate, scale[0], scale[1],
|
|
0
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !striEqualPrefix( buildSide->shaderInfo->shader, "textures/common/" ) ) {
|
|
if ( !strEqual( buildSide->shaderInfo->shader, "noshader" ) ) {
|
|
if ( !strEqual( buildSide->shaderInfo->shader, "default" ) ) {
|
|
//fprintf( stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader );
|
|
texture = "common/WTF";
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
1.0f / 16.0f, 0.0f, 0.0f,
|
|
0.0f, 1.0f / 16.0f, 0.0f,
|
|
texture,
|
|
0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
texture,
|
|
0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
|
|
0
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* end brush */
|
|
if ( brushPrimitives ) {
|
|
fprintf( f, "\t}\n" );
|
|
}
|
|
fprintf( f, "\t}\n\n" );
|
|
}
|
|
#undef FRAC
|
|
|
|
#if 0
|
|
/* iterate through the brush sides (ignore the first 6 bevel planes) */
|
|
for ( i = 0; i < brush->numSides; i++ )
|
|
{
|
|
/* get side */
|
|
side = &bspBrushSides[ brush->firstSide + i ];
|
|
|
|
/* get shader */
|
|
if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
|
|
continue;
|
|
}
|
|
shader = &bspShaders[ side->shaderNum ];
|
|
if ( striEqual( shader->shader, "default" ) || striEqual( shader->shader, "noshader" ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* get texture name */
|
|
if ( striEqualPrefix( shader->shader, "textures/" ) ) {
|
|
texture = shader->shader + 9;
|
|
}
|
|
else{
|
|
texture = shader->shader;
|
|
}
|
|
|
|
/* get plane */
|
|
plane = &bspPlanes[ side->planeNum ];
|
|
|
|
/* make plane points */
|
|
{
|
|
vec3_t vecs[ 2 ];
|
|
|
|
|
|
MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
|
|
VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
|
|
VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
|
|
VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
|
|
}
|
|
|
|
/* offset by origin */
|
|
for ( j = 0; j < 3; j++ )
|
|
VectorAdd( pts[ j ], origin, pts[ j ] );
|
|
|
|
/* print brush side */
|
|
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
|
|
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n",
|
|
pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
|
|
pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
|
|
pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
|
|
texture );
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
/*
|
|
ConvertPatch()
|
|
converts a bsp patch to a map patch
|
|
|
|
{
|
|
patchDef2
|
|
{
|
|
base_wall/concrete
|
|
( 9 3 0 0 0 )
|
|
(
|
|
( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
|
|
...
|
|
)
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, const Vector3& origin ){
|
|
int x, y;
|
|
bspShader_t *shader;
|
|
const char *texture;
|
|
bspDrawVert_t *dv;
|
|
|
|
|
|
/* only patches */
|
|
if ( ds->surfaceType != MST_PATCH ) {
|
|
return;
|
|
}
|
|
|
|
/* get shader */
|
|
if ( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) {
|
|
return;
|
|
}
|
|
shader = &bspShaders[ ds->shaderNum ];
|
|
|
|
/* get texture name */
|
|
if ( striEqualPrefix( shader->shader, "textures/" ) ) {
|
|
texture = shader->shader + 9;
|
|
}
|
|
else{
|
|
texture = shader->shader;
|
|
}
|
|
|
|
/* start patch */
|
|
fprintf( f, "\t// patch %d\n", num );
|
|
fprintf( f, "\t{\n" );
|
|
fprintf( f, "\t\tpatchDef2\n" );
|
|
fprintf( f, "\t\t{\n" );
|
|
fprintf( f, "\t\t\t%s\n", texture );
|
|
fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
|
|
fprintf( f, "\t\t\t(\n" );
|
|
|
|
/* iterate through the verts */
|
|
for ( x = 0; x < ds->patchWidth; x++ )
|
|
{
|
|
/* start row */
|
|
fprintf( f, "\t\t\t\t(" );
|
|
|
|
/* iterate through the row */
|
|
for ( y = 0; y < ds->patchHeight; y++ )
|
|
{
|
|
/* get vert */
|
|
dv = &bspDrawVerts[ ds->firstVert + ( y * ds->patchWidth ) + x ];
|
|
|
|
/* offset it */
|
|
const Vector3 xyz = dv->xyz + origin;
|
|
|
|
/* print vertex */
|
|
fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
|
|
}
|
|
|
|
/* end row */
|
|
fprintf( f, " )\n" );
|
|
}
|
|
|
|
/* end patch */
|
|
fprintf( f, "\t\t\t)\n" );
|
|
fprintf( f, "\t\t}\n" );
|
|
fprintf( f, "\t}\n\n" );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ConvertModel()
|
|
exports a bsp model to a map file
|
|
*/
|
|
|
|
static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, const Vector3& origin, bool brushPrimitives ){
|
|
int i, num;
|
|
bspBrush_t *brush;
|
|
bspDrawSurface_t *ds;
|
|
|
|
|
|
/* convert bsp planes to map planes */
|
|
nummapplanes = numBSPPlanes;
|
|
AUTOEXPAND_BY_REALLOC( mapplanes, nummapplanes, allocatedmapplanes, 1024 );
|
|
for ( i = 0; i < numBSPPlanes; i++ )
|
|
{
|
|
mapplanes[ i ].plane = bspPlanes[ i ];
|
|
mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal() );
|
|
mapplanes[ i ].hash_chain = 0;
|
|
}
|
|
|
|
/* allocate a build brush */
|
|
buildBrush = AllocBrush( 512 );
|
|
buildBrush->entityNum = 0;
|
|
buildBrush->original = buildBrush;
|
|
|
|
if ( origin[0] != 0 || origin[1] != 0 || origin[2] != 0 ) {
|
|
ConvertOriginBrush( f, -1, origin, brushPrimitives );
|
|
}
|
|
|
|
/* go through each brush in the model */
|
|
for ( i = 0; i < model->numBSPBrushes; i++ )
|
|
{
|
|
num = i + model->firstBSPBrush;
|
|
brush = &bspBrushes[ num ];
|
|
if( fast ){
|
|
ConvertBrushFast( f, num, brush, origin, brushPrimitives );
|
|
}
|
|
else{
|
|
ConvertBrush( f, num, brush, origin, brushPrimitives );
|
|
}
|
|
}
|
|
|
|
/* free the build brush */
|
|
free( buildBrush );
|
|
|
|
/* go through each drawsurf in the model */
|
|
for ( i = 0; i < model->numBSPSurfaces; i++ )
|
|
{
|
|
num = i + model->firstBSPSurface;
|
|
ds = &bspDrawSurfaces[ num ];
|
|
|
|
/* we only love patches */
|
|
if ( ds->surfaceType == MST_PATCH ) {
|
|
ConvertPatch( f, num, ds, origin );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ConvertEPairs()
|
|
exports entity key/value pairs to a map file
|
|
*/
|
|
|
|
static void ConvertEPairs( FILE *f, entity_t *e, bool skip_origin ){
|
|
/* walk epairs */
|
|
for ( const auto& ep : e->epairs )
|
|
{
|
|
/* ignore empty keys/values */
|
|
if ( ep.key.empty() || ep.value.empty() ) {
|
|
continue;
|
|
}
|
|
|
|
/* ignore model keys with * prefixed values */
|
|
if ( striEqual( ep.key.c_str(), "model" ) && ep.value.c_str()[ 0 ] == '*' ) {
|
|
continue;
|
|
}
|
|
|
|
/* ignore origin keys if skip_origin is set */
|
|
if ( skip_origin && striEqual( ep.key.c_str(), "origin" ) ) {
|
|
continue;
|
|
}
|
|
|
|
/* emit the epair */
|
|
fprintf( f, "\t\"%s\" \"%s\"\n", ep.key.c_str(), ep.value.c_str() );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ConvertBSPToMap()
|
|
exports an quake map file from the bsp
|
|
*/
|
|
|
|
int ConvertBSPToMap_Ext( char *bspName, bool brushPrimitives ){
|
|
int modelNum;
|
|
FILE *f;
|
|
bspModel_t *model;
|
|
entity_t *e;
|
|
const char *value;
|
|
|
|
/* note it */
|
|
Sys_Printf( "--- Convert BSP to MAP ---\n" );
|
|
|
|
/* create map filename from the bsp name */
|
|
auto name = StringOutputStream( 256 )( PathExtensionless( bspName ), "_converted.map" );
|
|
Sys_Printf( "writing %s\n", name.c_str() );
|
|
|
|
/* open it */
|
|
f = SafeOpenWrite( name );
|
|
|
|
/* print header */
|
|
fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
|
|
|
|
/* walk entity list */
|
|
for ( std::size_t i = 0; i < entities.size(); ++i )
|
|
{
|
|
/* get entity */
|
|
e = &entities[ i ];
|
|
|
|
/* start entity */
|
|
fprintf( f, "// entity %zu\n", i );
|
|
fprintf( f, "{\n" );
|
|
|
|
/* get model num */
|
|
if ( i == 0 ) {
|
|
modelNum = 0;
|
|
}
|
|
else
|
|
{
|
|
value = e->valueForKey( "model" );
|
|
if ( value[ 0 ] == '*' ) {
|
|
modelNum = atoi( value + 1 );
|
|
}
|
|
else{
|
|
modelNum = -1;
|
|
}
|
|
}
|
|
|
|
/* export keys */
|
|
ConvertEPairs( f, e, modelNum >= 0 );
|
|
fprintf( f, "\n" );
|
|
|
|
/* only handle bsp models */
|
|
if ( modelNum >= 0 ) {
|
|
/* get model */
|
|
model = &bspModels[ modelNum ];
|
|
|
|
/* get entity origin */
|
|
Vector3 origin;
|
|
e->vectorForKey( "origin", origin );
|
|
|
|
/* convert model */
|
|
ConvertModel( f, model, modelNum, origin, brushPrimitives );
|
|
}
|
|
|
|
/* end entity */
|
|
fprintf( f, "}\n\n" );
|
|
}
|
|
|
|
/* close the file and return */
|
|
fclose( f );
|
|
|
|
/* return to sender */
|
|
return 0;
|
|
}
|
|
|
|
int ConvertBSPToMap( char *bspName ){
|
|
return ConvertBSPToMap_Ext( bspName, false );
|
|
}
|
|
|
|
int ConvertBSPToMap_BP( char *bspName ){
|
|
return ConvertBSPToMap_Ext( bspName, true );
|
|
}
|