mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-21 01:41:00 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
444 lines
10 KiB
C
444 lines
10 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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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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vec3_t pts[ 3 ];
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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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/* 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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/* dummy check */
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if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
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continue;
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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 ) %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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/* end brush */
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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 */
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fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
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}
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/* end row */
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fprintf( f, " )\n" );
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}
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/* end patch */
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fprintf( f, "\t\t\t)\n" );
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fprintf( f, "\t\t}\n" );
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fprintf( f, "\t}\n\n" );
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}
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/*
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ConvertModel()
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exports a bsp model to a map file
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*/
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static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
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{
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int i, num;
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bspBrush_t *brush;
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bspDrawSurface_t *ds;
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/* convert bsp planes to map planes */
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nummapplanes = numBSPPlanes;
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for( i = 0; i < numBSPPlanes; i++ )
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{
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VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
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mapplanes[ i ].dist = bspPlanes[ i ].dist;
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mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
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mapplanes[ i ].hash_chain = NULL;
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}
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/* allocate a build brush */
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buildBrush = AllocBrush( 512 );
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buildBrush->entityNum = 0;
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buildBrush->original = buildBrush;
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/* go through each brush in the model */
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for( i = 0; i < model->numBSPBrushes; i++ )
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{
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num = i + model->firstBSPBrush;
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brush = &bspBrushes[ num ];
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ConvertBrush( f, num, brush, origin );
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}
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/* free the build brush */
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free( buildBrush );
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/* go through each drawsurf in the model */
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for( i = 0; i < model->numBSPSurfaces; i++ )
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{
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num = i + model->firstBSPSurface;
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ds = &bspDrawSurfaces[ num ];
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/* we only love patches */
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if( ds->surfaceType == MST_PATCH )
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ConvertPatch( f, num, ds, origin );
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}
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}
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/*
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ConvertEPairs()
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exports entity key/value pairs to a map file
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*/
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static void ConvertEPairs( FILE *f, entity_t *e )
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{
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epair_t *ep;
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/* walk epairs */
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for( ep = e->epairs; ep != NULL; ep = ep->next )
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{
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/* ignore empty keys/values */
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if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
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continue;
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/* ignore model keys with * prefixed values */
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if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
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continue;
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/* emit the epair */
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fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
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}
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}
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/*
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ConvertBSPToMap()
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exports an quake map file from the bsp
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*/
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int ConvertBSPToMap( char *bspName )
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{
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int i, modelNum;
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FILE *f;
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bspModel_t *model;
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entity_t *e;
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vec3_t origin;
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const char *value;
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char name[ 1024 ], base[ 1024 ];
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/* note it */
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Sys_Printf( "--- Convert BSP to MAP ---\n" );
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/* create the bsp filename from the bsp name */
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strcpy( name, bspName );
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StripExtension( name );
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strcat( name, "_converted.map" );
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Sys_Printf( "writing %s\n", name );
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ExtractFileBase( bspName, base );
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strcat( base, ".bsp" );
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/* open it */
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f = fopen( name, "wb" );
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if( f == NULL )
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Error( "Open failed on %s\n", name );
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/* print header */
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fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
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/* walk entity list */
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for( i = 0; i < numEntities; i++ )
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{
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/* get entity */
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e = &entities[ i ];
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/* start entity */
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fprintf( f, "// entity %d\n", i );
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fprintf( f, "{\n" );
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/* export keys */
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ConvertEPairs( f, e );
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fprintf( f, "\n" );
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/* get model num */
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if( i == 0 )
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modelNum = 0;
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else
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{
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value = ValueForKey( e, "model" );
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if( value[ 0 ] == '*' )
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modelNum = atoi( value + 1 );
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else
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modelNum = -1;
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}
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/* only handle bsp models */
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if( modelNum >= 0 )
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{
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/* get model */
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model = &bspModels[ modelNum ];
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/* get entity origin */
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value = ValueForKey( e, "origin" );
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if( value[ 0 ] == '\0' )
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VectorClear( origin );
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else
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GetVectorForKey( e, "origin", origin );
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/* convert model */
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ConvertModel( f, model, modelNum, origin );
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}
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/* end entity */
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fprintf( f, "}\n\n" );
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}
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/* close the file and return */
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fclose( f );
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/* return to sender */
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return 0;
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}
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