/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
+ 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."
+ 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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/*
-ConvertBrush()
-exports a map brush
-*/
+ ConvertBrush()
+ exports a map brush
+ */
+
+#define SNAP_FLOAT_TO_INT 4
+#define SNAP_INT_TO_FLOAT ( 1.0 / SNAP_FLOAT_TO_INT )
+
+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;
+ vec3_t pts[ 3 ];
-#define SNAP_FLOAT_TO_INT 4
-#define SNAP_INT_TO_FLOAT (1.0 / SNAP_FLOAT_TO_INT)
-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;
- vec3_t pts[ 3 ];
-
-
/* start brush */
fprintf( f, "\t// brush %d\n", num );
fprintf( f, "\t{\n" );
-
+
/* clear out build brush */
- for( i = 0; i < buildBrush->numsides; i++ )
+ for ( i = 0; i < buildBrush->numsides; i++ )
{
buildSide = &buildBrush->sides[ i ];
- if( buildSide->winding != NULL )
- {
+ 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++ )
+ for ( i = 0; i < brush->numSides; i++ )
{
/* get side */
side = &bspBrushSides[ brush->firstSide + i ];
-
+
/* get shader */
- if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
+ if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
continue;
+ }
shader = &bspShaders[ side->shaderNum ];
- if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
+ 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 ) )
+ if ( !CreateBrushWindings( buildBrush ) ) {
return;
-
+ }
+
/* iterate through build brush sides */
- for( i = 0; i < buildBrush->numsides; i++ )
+ for ( i = 0; i < buildBrush->numsides; i++ )
{
/* get build side */
buildSide = &buildBrush->sides[ i ];
-
+
/* dummy check */
- if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
+ if ( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) {
continue;
-
+ }
+
/* get texture name */
- if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
+ if ( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) ) {
texture = buildSide->shaderInfo->shader + 9;
- else
+ }
+ else{
texture = buildSide->shaderInfo->shader;
-
+ }
+
/* get plane points and offset by origin */
- for( j = 0; j < 3; j++ )
+ 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 ) %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 );
+ 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 );
}
-
+
/* end brush */
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 ];
+/* 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 ];
- /* make plane points */
- {
- vec3_t vecs[ 2 ];
+ /* 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;
+ }
-
- 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 ] );
- }
+ /* get texture name */
+ if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) {
+ texture = shader->shader + 9;
+ }
+ else{
+ texture = shader->shader;
+ }
- /* 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 );
+ /* 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
+ 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;
- {
- 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 )
+ if ( ds->surfaceType != MST_PATCH ) {
return;
-
+ }
+
/* get shader */
- if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
+ if ( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) {
return;
+ }
shader = &bspShaders[ ds->shaderNum ];
-
+
/* get texture name */
- if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
+ if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) {
texture = shader->shader + 9;
- else
+ }
+ else{
texture = shader->shader;
-
+ }
+
/* start patch */
fprintf( f, "\t// patch %d\n", num );
fprintf( f, "\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++ )
+ 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++ )
+ for ( y = 0; y < ds->patchHeight; y++ )
{
/* get vert */
- dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
-
+ 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" );
/*
-ConvertModel()
-exports a bsp model to a map file
-*/
+ 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;
+
-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++ )
+ 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++ )
+ 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++ )
+ for ( i = 0; i < model->numBSPSurfaces; i++ )
{
num = i + model->firstBSPSurface;
ds = &bspDrawSurfaces[ num ];
-
+
/* we only love patches */
- if( ds->surfaceType == MST_PATCH )
+ if ( ds->surfaceType == MST_PATCH ) {
ConvertPatch( f, num, ds, origin );
+ }
}
}
/*
-ConvertEPairs()
-exports entity key/value pairs to a map file
-*/
+ ConvertEPairs()
+ exports entity key/value pairs to a map file
+ */
+
+static void ConvertEPairs( FILE *f, entity_t *e ){
+ epair_t *ep;
+
-static void ConvertEPairs( FILE *f, entity_t *e )
-{
- epair_t *ep;
-
-
/* walk epairs */
- for( ep = e->epairs; ep != NULL; ep = ep->next )
+ for ( ep = e->epairs; ep != NULL; ep = ep->next )
{
/* ignore empty keys/values */
- if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
+ 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 ] == '*' )
+ 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
-*/
+ 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 ];
+
-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 )
+ 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++ )
+ 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 )
+ if ( i == 0 ) {
modelNum = 0;
+ }
else
{
value = ValueForKey( e, "model" );
- if( value[ 0 ] == '*' )
+ if ( value[ 0 ] == '*' ) {
modelNum = atoi( value + 1 );
- else
+ }
+ else{
modelNum = -1;
+ }
}
-
+
/* only handle bsp models */
- if( modelNum >= 0 )
- {
+ if ( modelNum >= 0 ) {
/* get model */
model = &bspModels[ modelNum ];
-
+
/* get entity origin */
value = ValueForKey( e, "origin" );
- if( value[ 0 ] == '\0' )
+ if ( value[ 0 ] == '\0' ) {
VectorClear( origin );
- else
+ }
+ 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;
}