gtkradiant/tools/quake3/q3map2/convert_ase.c

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/* -------------------------------------------------------------------------------
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_ASE_C
/* dependencies */
#include "q3map2.h"
/*
ConvertSurface()
converts a bsp drawsurface to an ase chunk
*/
static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{
int i, v, face, a, b, c;
bspDrawVert_t *dv;
vec3_t normal;
char name[ 1024 ];
/* ignore patches for now */
if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
return;
/* print object header for each dsurf */
sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
fprintf( f, "*GEOMOBJECT\t{\r\n" );
fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
fprintf( f, "\t*NODE_TM\t{\r\n" );
fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
fprintf( f, "\t}\r\n" );
/* print mesh header */
fprintf( f, "\t*MESH\t{\r\n" );
fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
switch( ds->surfaceType )
{
case MST_PLANAR:
fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
break;
case MST_TRIANGLE_SOUP:
fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
break;
}
/* export vertex xyz */
fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
for( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
}
fprintf( f, "\t\t}\r\n" );
/* export vertex normals */
fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
VectorCopy( bspDrawVerts[ a ].normal, normal );
VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
if( VectorNormalize( normal, normal ) )
fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
}
for( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
}
fprintf( f, "\t\t}\r\n" );
/* export faces */
fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
face, a, b, c );
}
fprintf( f, "\t\t}\r\n" );
/* export vertex st */
fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
for( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
}
fprintf( f, "\t\t}\r\n" );
/* export texture faces */
fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
}
fprintf( f, "\t\t}\r\n" );
/* print mesh footer */
fprintf( f, "\t}\r\n" );
/* print object footer */
fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
fprintf( f, "}\r\n" );
}
/*
ConvertModel()
exports a bsp model to an ase chunk
*/
static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
{
int i, s;
bspDrawSurface_t *ds;
/* go through each drawsurf in the model */
for( i = 0; i < model->numBSPSurfaces; i++ )
{
s = i + model->firstBSPSurface;
ds = &bspDrawSurfaces[ s ];
ConvertSurface( f, model, modelNum, ds, s, origin );
}
}
/*
ConvertShader()
exports a bsp shader to an ase chunk
*/
/*
*MATERIAL 0 {
*MATERIAL_NAME "models/test/rock16l"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.5882 0.5882 0.5882
*MATERIAL_SHINE 0.0000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Phong
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #2"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "models/test/rock16l"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*/
static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
{
shaderInfo_t *si;
char *c, filename[ 1024 ];
/* get shader */
si = ShaderInfoForShader( shader->shader );
if( si == NULL )
{
Sys_Printf( "WARNING: NULL shader in BSP\n" );
return;
}
/* set bitmap filename */
if( si->shaderImage->filename[ 0 ] != '*' )
strcpy( filename, si->shaderImage->filename );
else
sprintf( filename, "%s.tga", si->shader );
for( c = filename; *c != '\0'; c++ )
if( *c == '/' )
*c = '\\';
/* print shader info */
fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
/* print map info */
fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
fprintf( f, "\t\t}\r\n" );
fprintf( f, "\t}\r\n" );
}
/*
ConvertBSPToASE()
exports an 3d studio ase file from the bsp
*/
int ConvertBSPToASE( char *bspName )
{
int i, modelNum;
FILE *f;
bspShader_t *shader;
bspModel_t *model;
entity_t *e;
vec3_t origin;
const char *key;
char name[ 1024 ], base[ 1024 ];
/* note it */
Sys_Printf( "--- Convert BSP to ASE ---\n" );
/* create the ase filename from the bsp name */
strcpy( name, bspName );
StripExtension( name );
strcat( name, ".ase" );
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, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
fprintf( f, "*SCENE\t{\r\n" );
fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
fprintf( f, "}\r\n" );
/* print materials */
fprintf( f, "*MATERIAL_LIST\t{\r\n" );
fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
for( i = 0; i < numBSPShaders; i++ )
{
shader = &bspShaders[ i ];
ConvertShader( f, shader, i );
}
fprintf( f, "}\r\n" );
/* walk entity list */
for( i = 0; i < numEntities; i++ )
{
/* get entity and model */
e = &entities[ i ];
if( i == 0 )
modelNum = 0;
else
{
key = ValueForKey( e, "model" );
if( key[ 0 ] != '*' )
continue;
modelNum = atoi( key + 1 );
}
model = &bspModels[ modelNum ];
/* get entity origin */
key = ValueForKey( e, "origin" );
if( key[ 0 ] == '\0' )
VectorClear( origin );
else
GetVectorForKey( e, "origin", origin );
/* convert model */
ConvertModel( f, model, modelNum, origin );
}
/* close the file and return */
fclose( f );
/* return to sender */
return 0;
}