git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
635 lines
17 KiB
C
635 lines
17 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define CONVERT_MAP_C
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/* dependencies */
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#include "q3map2.h"
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/*
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ConvertBrush()
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exports a map brush
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*/
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#define SNAP_FLOAT_TO_INT 4
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#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
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typedef vec_t vec2_t[2];
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static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
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vec_t a10, vec_t a11, vec_t a12,
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vec_t a20, vec_t a21, vec_t a22)
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{
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return
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a00 * (a11 * a22 - a12 * a21)
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- a01 * (a10 * a22 - a12 * a20)
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+ a02 * (a10 * a21 - a11 * a20);
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}
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void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
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{
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bspDrawSurface_t *s;
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int i;
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int t;
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vec_t best = 0;
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vec_t thisarea;
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vec3_t normdiff;
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vec3_t v1v0, v2v0, norm;
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bspDrawVert_t *vert[3];
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winding_t *polygon;
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plane_t *buildPlane = &mapplanes[buildSide->planenum];
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int matches = 0;
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// first, start out with NULLs
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bestVert[0] = bestVert[1] = bestVert[2] = NULL;
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// brute force through all surfaces
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for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
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{
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if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
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continue;
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if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
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continue;
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for(t = 0; t + 3 <= s->numIndexes; t += 3)
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{
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vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
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vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
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vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]];
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if(s->surfaceType == MST_PLANAR)
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{
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VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
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VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
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VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
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}
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else
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{
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// this is more prone to roundoff errors, but with embedded
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// models, there is no better way
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VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
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VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
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CrossProduct(v2v0, v1v0, norm);
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VectorNormalize(norm, norm);
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VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
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}
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if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
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if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
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if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
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// Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
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polygon = CopyWinding(buildSide->winding);
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for(i = 0; i < 3; ++i)
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{
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// 0: 1, 2
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// 1: 2, 0
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// 2; 0, 1
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vec3_t *v1 = &vert[(i+1)%3]->xyz;
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vec3_t *v2 = &vert[(i+2)%3]->xyz;
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vec3_t triNormal;
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vec_t triDist;
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vec3_t sideDirection;
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// we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
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VectorSubtract(*v2, *v1, sideDirection);
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CrossProduct(sideDirection, buildPlane->normal, triNormal);
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triDist = DotProduct(*v1, triNormal);
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ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon);
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if(!polygon)
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goto exwinding;
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}
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thisarea = WindingArea(polygon);
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if(thisarea > 0)
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++matches;
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if(thisarea > best)
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{
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best = thisarea;
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bestVert[0] = vert[0];
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bestVert[1] = vert[1];
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bestVert[2] = vert[2];
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}
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FreeWinding(polygon);
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exwinding:
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;
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}
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}
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//if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
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// fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
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}
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static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin )
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{
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int i, j;
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bspBrushSide_t *side;
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side_t *buildSide;
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bspShader_t *shader;
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char *texture;
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bspPlane_t *plane;
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plane_t *buildPlane;
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vec3_t pts[ 3 ];
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bspDrawVert_t *vert[3];
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int valid;
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/* start brush */
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fprintf( f, "\t// brush %d\n", num );
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fprintf( f, "\t{\n" );
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fprintf( f, "\tbrushDef\n" );
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fprintf( f, "\t{\n" );
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/* clear out build brush */
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for( i = 0; i < buildBrush->numsides; i++ )
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{
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buildSide = &buildBrush->sides[ i ];
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if( buildSide->winding != NULL )
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{
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FreeWinding( buildSide->winding );
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buildSide->winding = NULL;
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}
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}
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buildBrush->numsides = 0;
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/* iterate through bsp brush sides */
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for( i = 0; i < brush->numSides; i++ )
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{
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/* get side */
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side = &bspBrushSides[ brush->firstSide + i ];
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/* get shader */
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if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
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continue;
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shader = &bspShaders[ side->shaderNum ];
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if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
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continue;
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/* get plane */
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plane = &bspPlanes[ side->planeNum ];
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/* add build side */
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buildSide = &buildBrush->sides[ buildBrush->numsides ];
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buildBrush->numsides++;
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/* tag it */
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buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
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buildSide->planenum = side->planeNum;
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buildSide->winding = NULL;
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}
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/* make brush windings */
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if( !CreateBrushWindings( buildBrush ) )
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return;
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/* iterate through build brush sides */
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for( i = 0; i < buildBrush->numsides; i++ )
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{
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/* get build side */
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buildSide = &buildBrush->sides[ i ];
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/* get plane */
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buildPlane = &mapplanes[ buildSide->planenum ];
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/* dummy check */
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if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
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continue;
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// st-texcoords -> texMat block
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// start out with dummy
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VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
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VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
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// find surface for this side (by brute force)
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// surface format:
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// - meshverts point in pairs of three into verts
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// - (triangles)
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// - find the triangle that has most in common with our side
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GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
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valid = 0;
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if(vert[0] && vert[1] && vert[2])
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{
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int i;
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vec3_t texX, texY;
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vec3_t xy1I, xy1J, xy1K;
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vec2_t stI, stJ, stK;
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vec_t D, D0, D1, D2;
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ComputeAxisBase(buildPlane->normal, texX, texY);
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VectorSet(xy1I, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY), 1);
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VectorSet(xy1J, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY), 1);
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VectorSet(xy1K, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY), 1);
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stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
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stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
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stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
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// - solve linear equations:
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// - (x, y) := xyz . (texX, texY)
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// - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
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// (for three vertices)
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D = Det3x3(
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xy1I[0], xy1I[1], 1,
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xy1J[0], xy1J[1], 1,
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xy1K[0], xy1K[1], 1
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);
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if(D != 0)
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{
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for(i = 0; i < 2; ++i)
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{
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D0 = Det3x3(
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stI[i], xy1I[1], 1,
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stJ[i], xy1J[1], 1,
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stK[i], xy1K[1], 1
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);
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D1 = Det3x3(
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xy1I[0], stI[i], 1,
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xy1J[0], stJ[i], 1,
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xy1K[0], stK[i], 1
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);
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D2 = Det3x3(
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xy1I[0], xy1I[1], stI[i],
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xy1J[0], xy1J[1], stJ[i],
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xy1K[0], xy1K[1], stK[i]
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);
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VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
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valid = 1;
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}
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}
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else
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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",
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buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
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vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
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texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
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vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xy1I[0], xy1I[1],
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vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xy1J[0], xy1J[1],
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vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xy1K[0], xy1K[1]
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);
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}
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else
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if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
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fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
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/* get texture name */
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if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
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texture = buildSide->shaderInfo->shader + 9;
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else
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texture = buildSide->shaderInfo->shader;
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/* get plane points and offset by origin */
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for( j = 0; j < 3; j++ )
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{
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VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
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//% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
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//% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
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//% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
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}
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/* print brush side */
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/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
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fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
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pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
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pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
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pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
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buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2],
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buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2],
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texture,
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// DEBUG: valid ? 0 : C_DETAIL
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0
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);
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// TODO write brush primitives format here
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}
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/* end brush */
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fprintf( f, "\t}\n" );
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fprintf( f, "\t}\n\n" );
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}
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#if 0
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/* iterate through the brush sides (ignore the first 6 bevel planes) */
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for( i = 0; i < brush->numSides; i++ )
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{
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/* get side */
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side = &bspBrushSides[ brush->firstSide + i ];
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/* get shader */
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if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
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continue;
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shader = &bspShaders[ side->shaderNum ];
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if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
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continue;
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/* get texture name */
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if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
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texture = shader->shader + 9;
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else
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texture = shader->shader;
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/* get plane */
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plane = &bspPlanes[ side->planeNum ];
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/* make plane points */
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{
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vec3_t vecs[ 2 ];
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MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
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VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
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VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
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VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
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}
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/* offset by origin */
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for( j = 0; j < 3; j++ )
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VectorAdd( pts[ j ], origin, pts[ j ] );
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/* print brush side */
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/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
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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",
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pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
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pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
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pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
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texture );
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}
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#endif
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/*
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ConvertPatch()
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converts a bsp patch to a map patch
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{
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patchDef2
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{
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base_wall/concrete
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( 9 3 0 0 0 )
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(
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( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
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...
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)
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}
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}
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*/
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static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
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{
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int x, y;
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bspShader_t *shader;
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char *texture;
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bspDrawVert_t *dv;
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vec3_t xyz;
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/* only patches */
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if( ds->surfaceType != MST_PATCH )
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return;
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/* get shader */
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if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
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return;
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shader = &bspShaders[ ds->shaderNum ];
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/* get texture name */
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if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
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texture = shader->shader + 9;
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else
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texture = shader->shader;
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/* start patch */
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fprintf( f, "\t// patch %d\n", num );
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fprintf( f, "\t{\n" );
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fprintf( f, "\t\tpatchDef2\n" );
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fprintf( f, "\t\t{\n" );
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fprintf( f, "\t\t\t%s\n", texture );
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fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
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fprintf( f, "\t\t\t(\n" );
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/* iterate through the verts */
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for( x = 0; x < ds->patchWidth; x++ )
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{
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/* start row */
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fprintf( f, "\t\t\t\t(" );
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/* iterate through the row */
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for( y = 0; y < ds->patchHeight; y++ )
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{
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/* get vert */
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dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
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/* offset it */
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VectorAdd( origin, dv->xyz, xyz );
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/* print vertex */
|
|
fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
|
|
}
|
|
|
|
/* end row */
|
|
fprintf( f, " )\n" );
|
|
}
|
|
|
|
/* end patch */
|
|
fprintf( f, "\t\t\t)\n" );
|
|
fprintf( f, "\t\t}\n" );
|
|
fprintf( f, "\t}\n\n" );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ConvertModel()
|
|
exports a bsp model to a map file
|
|
*/
|
|
|
|
static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
|
|
{
|
|
int i, num;
|
|
bspBrush_t *brush;
|
|
bspDrawSurface_t *ds;
|
|
|
|
|
|
/* convert bsp planes to map planes */
|
|
nummapplanes = numBSPPlanes;
|
|
for( i = 0; i < numBSPPlanes; i++ )
|
|
{
|
|
VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
|
|
mapplanes[ i ].dist = bspPlanes[ i ].dist;
|
|
mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
|
|
mapplanes[ i ].hash_chain = NULL;
|
|
}
|
|
|
|
/* allocate a build brush */
|
|
buildBrush = AllocBrush( 512 );
|
|
buildBrush->entityNum = 0;
|
|
buildBrush->original = buildBrush;
|
|
|
|
/* go through each brush in the model */
|
|
for( i = 0; i < model->numBSPBrushes; i++ )
|
|
{
|
|
num = i + model->firstBSPBrush;
|
|
brush = &bspBrushes[ num ];
|
|
ConvertBrush( f, num, brush, origin );
|
|
}
|
|
|
|
/* 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 )
|
|
{
|
|
epair_t *ep;
|
|
|
|
|
|
/* walk epairs */
|
|
for( ep = e->epairs; ep != NULL; ep = ep->next )
|
|
{
|
|
/* ignore empty keys/values */
|
|
if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
|
|
continue;
|
|
|
|
/* ignore model keys with * prefixed values */
|
|
if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
|
|
continue;
|
|
|
|
/* emit the epair */
|
|
fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
ConvertBSPToMap()
|
|
exports an quake map file from the bsp
|
|
*/
|
|
|
|
int ConvertBSPToMap( char *bspName )
|
|
{
|
|
int i, modelNum;
|
|
FILE *f;
|
|
bspModel_t *model;
|
|
entity_t *e;
|
|
vec3_t origin;
|
|
const char *value;
|
|
char name[ 1024 ], base[ 1024 ];
|
|
|
|
|
|
/* note it */
|
|
Sys_Printf( "--- Convert BSP to MAP ---\n" );
|
|
|
|
/* create the bsp filename from the bsp name */
|
|
strcpy( name, bspName );
|
|
StripExtension( name );
|
|
strcat( name, "_converted.map" );
|
|
Sys_Printf( "writing %s\n", name );
|
|
|
|
ExtractFileBase( bspName, base );
|
|
strcat( base, ".bsp" );
|
|
|
|
/* open it */
|
|
f = fopen( name, "wb" );
|
|
if( f == NULL )
|
|
Error( "Open failed on %s\n", name );
|
|
|
|
/* print header */
|
|
fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
|
|
|
|
/* walk entity list */
|
|
for( i = 0; i < numEntities; i++ )
|
|
{
|
|
/* get entity */
|
|
e = &entities[ i ];
|
|
|
|
/* start entity */
|
|
fprintf( f, "// entity %d\n", i );
|
|
fprintf( f, "{\n" );
|
|
|
|
/* export keys */
|
|
ConvertEPairs( f, e );
|
|
fprintf( f, "\n" );
|
|
|
|
/* get model num */
|
|
if( i == 0 )
|
|
modelNum = 0;
|
|
else
|
|
{
|
|
value = ValueForKey( e, "model" );
|
|
if( value[ 0 ] == '*' )
|
|
modelNum = atoi( value + 1 );
|
|
else
|
|
modelNum = -1;
|
|
}
|
|
|
|
/* only handle bsp models */
|
|
if( modelNum >= 0 )
|
|
{
|
|
/* get model */
|
|
model = &bspModels[ modelNum ];
|
|
|
|
/* get entity origin */
|
|
value = ValueForKey( e, "origin" );
|
|
if( value[ 0 ] == '\0' )
|
|
VectorClear( origin );
|
|
else
|
|
GetVectorForKey( e, "origin", origin );
|
|
|
|
/* convert model */
|
|
ConvertModel( f, model, modelNum, origin );
|
|
}
|
|
|
|
/* end entity */
|
|
fprintf( f, "}\n\n" );
|
|
}
|
|
|
|
/* close the file and return */
|
|
fclose( f );
|
|
|
|
/* return to sender */
|
|
return 0;
|
|
}
|