/* ------------------------------------------------------------------------------- Copyright (C) 1999-2006 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; }