netradiant-custom/tools/quake3/q3map2/convert_map.c
rpolzer 107765f0e4 initial
git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-13 18:28:57 +00:00

635 lines
17 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."
------------------------------------------------------------------------------- */
/* marker */
#define CONVERT_MAP_C
/* dependencies */
#include "q3map2.h"
/*
ConvertBrush()
exports a map brush
*/
#define SNAP_FLOAT_TO_INT 4
#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
typedef vec_t vec2_t[2];
static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
vec_t a10, vec_t a11, vec_t a12,
vec_t a20, vec_t a21, vec_t 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;
vec_t best = 0;
vec_t thisarea;
vec3_t normdiff;
vec3_t v1v0, v2v0, norm;
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(strcmp(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)
{
VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
}
else
{
// this is more prone to roundoff errors, but with embedded
// models, there is no better way
VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
CrossProduct(v2v0, v1v0, norm);
VectorNormalize(norm, norm);
VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
}
if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) 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
vec3_t *v1 = &vert[(i+1)%3]->xyz;
vec3_t *v2 = &vert[(i+2)%3]->xyz;
vec3_t triNormal;
vec_t triDist;
vec3_t sideDirection;
// we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
VectorSubtract(*v2, *v1, sideDirection);
CrossProduct(sideDirection, buildPlane->normal, triNormal);
triDist = DotProduct(*v1, triNormal);
ChopWindingInPlace(&polygon, triNormal, triDist, 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(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
// fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
}
static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin )
{
int i, j;
bspBrushSide_t *side;
side_t *buildSide;
bspShader_t *shader;
char *texture;
bspPlane_t *plane;
plane_t *buildPlane;
vec3_t pts[ 3 ];
bspDrawVert_t *vert[3];
int valid;
/* start brush */
fprintf( f, "\t// brush %d\n", num );
fprintf( f, "\t{\n" );
fprintf( f, "\tbrushDef\n" );
fprintf( f, "\t{\n" );
/* 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;
/* 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 ];
if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
continue;
/* get plane */
plane = &bspPlanes[ side->planeNum ];
/* 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 ) )
return;
/* 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
VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
VectorSet(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);
valid = 0;
if(vert[0] && vert[1] && vert[2])
{
int i;
vec3_t texX, texY;
vec3_t xy1I, xy1J, xy1K;
vec2_t stI, stJ, stK;
vec_t D, D0, D1, D2;
ComputeAxisBase(buildPlane->normal, texX, texY);
VectorSet(xy1I, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY), 1);
VectorSet(xy1J, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY), 1);
VectorSet(xy1K, DotProduct(vert[2]->xyz, texX), DotProduct(vert[2]->xyz, texY), 1);
stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
// - 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(
xy1I[0], xy1I[1], 1,
xy1J[0], xy1J[1], 1,
xy1K[0], xy1K[1], 1
);
if(D != 0)
{
for(i = 0; i < 2; ++i)
{
D0 = Det3x3(
stI[i], xy1I[1], 1,
stJ[i], xy1J[1], 1,
stK[i], xy1K[1], 1
);
D1 = Det3x3(
xy1I[0], stI[i], 1,
xy1J[0], stJ[i], 1,
xy1K[0], stK[i], 1
);
D2 = Det3x3(
xy1I[0], xy1I[1], stI[i],
xy1J[0], xy1J[1], stJ[i],
xy1K[0], xy1K[1], stK[i]
);
VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
valid = 1;
}
}
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], xy1I[0], xy1I[1],
vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xy1J[0], xy1J[1],
vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xy1K[0], xy1K[1]
);
}
else
if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
/* get texture name */
if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
texture = buildSide->shaderInfo->shader + 9;
else
texture = buildSide->shaderInfo->shader;
/* get plane points and offset by origin */
for( j = 0; j < 3; j++ )
{
VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
//% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
//% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
//% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
}
/* 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], buildSide->texMat[0][2],
buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2],
texture,
// DEBUG: valid ? 0 : C_DETAIL
0
);
// TODO write brush primitives format here
}
/* end brush */
fprintf( f, "\t}\n" );
fprintf( f, "\t}\n\n" );
}
#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( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
continue;
/* get texture name */
if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
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, vec3_t origin )
{
int x, y;
bspShader_t *shader;
char *texture;
bspDrawVert_t *dv;
vec3_t xyz;
/* 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( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
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 */
VectorAdd( origin, dv->xyz, xyz );
/* 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;
}