/* -------------------------------------------------------------------------------
-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)
+#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)
-{
+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);
+ a00 * ( a11 * a22 - a12 * a21 )
+ - a01 * ( a10 * a22 - a12 * a20 )
+ + a02 * ( a10 * a21 - a11 * a20 );
}
-void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
-{
+void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t *bestVert[3] ){
bspDrawSurface_t *s;
int i;
int t;
bestVert[0] = bestVert[1] = bestVert[2] = NULL;
// brute force through all surfaces
- for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
+ for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s )
{
- if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
+ if ( s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP ) {
continue;
- if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
+ }
+ if ( strcmp( buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader ) ) {
continue;
- for(t = 0; t + 3 <= s->numIndexes; t += 3)
+ }
+ 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;
+ if ( s->surfaceType == MST_PLANAR && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) {
+ 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;
+ 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;
}
- 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)
+ 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 *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)
+ 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)
+ thisarea = WindingArea( polygon );
+ if ( thisarea > 0 ) {
++matches;
- if(thisarea > best)
- {
+ }
+ if ( thisarea > best ) {
best = thisarea;
bestVert[0] = vert[0];
bestVert[1] = vert[1];
bestVert[2] = vert[2];
}
- FreeWinding(polygon);
+ FreeWinding( polygon );
exwinding:
;
}
// 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;
-
-
+#define FRAC( x ) ( ( x ) - floor( x ) )
+static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives ){
+ int originSize = 256;
+
+ char pattern[6][7][3] = {
+ { "+++", "+-+", "-++", "- ", " + ", " - ", "- " },
+ { "+++", "-++", "++-", "- ", " +", "+ ", " +" },
+ { "+++", "++-", "+-+", " - ", " +", " - ", " +" },
+ { "---", "+--", "-+-", "- ", " + ", " - ", "+ " },
+ { "---", "--+", "+--", "- ", " +", "- ", " +" },
+ { "---", "-+-", "--+", " - ", " +", " + ", " +" }
+ };
+ int i;
+#define S( a,b,c ) ( pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0 )
+
/* start brush */
fprintf( f, "\t// brush %d\n", num );
fprintf( f, "\t{\n" );
- fprintf( f, "\tbrushDef\n" );
+ if ( brushPrimitives ) {
+ fprintf( f, "\tbrushDef\n" );
+ fprintf( f, "\t{\n" );
+ }
+ /* print brush side */
+ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
+
+ for ( i = 0; i < 6; ++i )
+ {
+ if ( brushPrimitives ) {
+ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
+ origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
+ origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
+ origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
+ 1.0f / 16.0f, 0.0f, FRAC( ( S( i,5,0 ) * origin[0] + S( i,5,1 ) * origin[1] + S( i,5,2 ) * origin[2] ) / 16.0 + 0.5 ),
+ 0.0f, 1.0f / 16.0f, FRAC( ( S( i,6,0 ) * origin[0] + S( i,6,1 ) * origin[1] + S( i,6,2 ) * origin[2] ) / 16.0 + 0.5 ),
+ "common/origin",
+ 0
+ );
+ }
+ else
+ {
+ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
+ origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
+ origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
+ origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
+ "common/origin",
+ FRAC( ( S( i,3,0 ) * origin[0] + S( i,3,1 ) * origin[1] + S( i,3,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
+ FRAC( ( S( i,4,0 ) * origin[0] + S( i,4,1 ) * origin[1] + S( i,4,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
+ 0.0f, 16.0 / originSize, 16.0 / originSize,
+ 0
+ );
+ }
+ }
+#undef S
+
+ /* end brush */
+ if ( brushPrimitives ) {
+ fprintf( f, "\t}\n" );
+ }
+ fprintf( f, "\t}\n\n" );
+}
+
+static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives ){
+ int i, j;
+ bspBrushSide_t *side;
+ side_t *buildSide;
+ bspShader_t *shader;
+ char *texture;
+ plane_t *buildPlane;
+ vec3_t pts[ 3 ];
+ bspDrawVert_t *vert[3];
+
+
+ /* start brush */
+ fprintf( f, "\t// brush %d\n", num );
fprintf( f, "\t{\n" );
-
+ if ( brushPrimitives ) {
+ fprintf( f, "\tbrushDef\n" );
+ 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" ) )
- continue;
-
- /* get plane */
- plane = &bspPlanes[ side->planeNum ];
-
+ //if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
+ // continue;
+
/* 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 ) ) {
+ Sys_Printf( "CreateBrushWindings failed\n" );
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 ];
-
+
/* get plane */
buildPlane = &mapplanes[ buildSide->planenum ];
/* dummy check */
- if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
+ 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);
+ 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;
+ GetBestSurfaceTriangleMatchForBrushside( buildSide, vert );
- 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 ) )
+ 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 ) ( ( %.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 ];
+ if ( vert[0] && vert[1] && vert[2] ) {
+ if ( brushPrimitives ) {
+ int i;
+ vec3_t texX, texY;
+ vec2_t xyI, xyJ, xyK;
+ vec2_t stI, stJ, stK;
+ vec_t D, D0, D1, D2;
+
+ ComputeAxisBase( buildPlane->normal, texX, texY );
+
+ xyI[0] = DotProduct( vert[0]->xyz, texX );
+ xyI[1] = DotProduct( vert[0]->xyz, texY );
+ xyJ[0] = DotProduct( vert[1]->xyz, texX );
+ xyJ[1] = DotProduct( vert[1]->xyz, texY );
+ xyK[0] = DotProduct( vert[2]->xyz, texX );
+ xyK[1] = DotProduct( vert[2]->xyz, texY );
+ 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(
+ xyI[0], xyI[1], 1,
+ xyJ[0], xyJ[1], 1,
+ xyK[0], xyK[1], 1
+ );
+ if ( D != 0 ) {
+ for ( i = 0; i < 2; ++i )
+ {
+ D0 = Det3x3(
+ stI[i], xyI[1], 1,
+ stJ[i], xyJ[1], 1,
+ stK[i], xyK[1], 1
+ );
+ D1 = Det3x3(
+ xyI[0], stI[i], 1,
+ xyJ[0], stJ[i], 1,
+ xyK[0], stK[i], 1
+ );
+ D2 = Det3x3(
+ xyI[0], xyI[1], stI[i],
+ xyJ[0], xyJ[1], stJ[i],
+ xyK[0], xyK[1], stK[i]
+ );
+ VectorSet( buildSide->texMat[i], D0 / D, D1 / D, D2 / D );
+ }
+ }
+ 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], xyI[0], xyI[1],
+ vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
+ vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
+ );
+ }
- /* make plane points */
+ /* 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], FRAC( buildSide->texMat[0][2] ),
+ buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC( buildSide->texMat[1][2] ),
+ texture,
+ 0
+ );
+ }
+ else
+ {
+ // invert QuakeTextureVecs
+ int i;
+ vec3_t vecs[2];
+ int sv, tv;
+ vec2_t stI, stJ, stK;
+ vec3_t sts[2];
+ vec2_t shift, scale;
+ vec_t rotate;
+ vec_t D, D0, D1, D2;
+
+ TextureAxisFromPlane( buildPlane, vecs[0], vecs[1] );
+ if ( vecs[0][0] ) {
+ sv = 0;
+ }
+ else if ( vecs[0][1] ) {
+ sv = 1;
+ }
+ else{
+ sv = 2;
+ }
+ if ( vecs[1][0] ) {
+ tv = 0;
+ }
+ else if ( vecs[1][1] ) {
+ tv = 1;
+ }
+ else{
+ tv = 2;
+ }
+
+ stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
+ stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
+ stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
+
+ D = Det3x3(
+ vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
+ vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
+ vert[2]->xyz[sv], vert[2]->xyz[tv], 1
+ );
+ if ( D != 0 ) {
+ for ( i = 0; i < 2; ++i )
+ {
+ D0 = Det3x3(
+ stI[i], vert[0]->xyz[tv], 1,
+ stJ[i], vert[1]->xyz[tv], 1,
+ stK[i], vert[2]->xyz[tv], 1
+ );
+ D1 = Det3x3(
+ vert[0]->xyz[sv], stI[i], 1,
+ vert[1]->xyz[sv], stJ[i], 1,
+ vert[2]->xyz[sv], stK[i], 1
+ );
+ D2 = Det3x3(
+ vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
+ vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
+ vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
+ );
+ VectorSet( sts[i], D0 / D, D1 / D, D2 / D );
+ }
+ }
+ else{
+ fprintf( stderr, "degenerate triangle found when solving texDef equations\n" ); // FIXME add stuff here
+
+ }
+ // now we must solve:
+ // // now we must invert:
+ // ang = rotate / 180 * Q_PI;
+ // sinv = sin(ang);
+ // cosv = cos(ang);
+ // ns = cosv * vecs[0][sv];
+ // nt = sinv * vecs[0][sv];
+ // vecsrotscaled[0][sv] = ns / scale[0];
+ // vecsrotscaled[0][tv] = nt / scale[0];
+ // ns = -sinv * vecs[1][tv];
+ // nt = cosv * vecs[1][tv];
+ // vecsrotscaled[1][sv] = ns / scale[1];
+ // vecsrotscaled[1][tv] = nt / scale[1];
+ scale[0] = 1.0 / sqrt( sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1] );
+ scale[1] = 1.0 / sqrt( sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1] );
+ rotate = atan2( sts[0][1] * vecs[0][sv] - sts[1][0] * vecs[1][tv], sts[0][0] * vecs[0][sv] + sts[1][1] * vecs[1][tv] ) * ( 180.0f / Q_PI );
+ shift[0] = buildSide->shaderInfo->shaderWidth * FRAC( sts[0][2] / buildSide->shaderInfo->shaderWidth );
+ shift[1] = buildSide->shaderInfo->shaderHeight * FRAC( sts[1][2] / buildSide->shaderInfo->shaderHeight );
+
+ /* 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 %.8f %.8f %.8f %.8f %.8f %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 ],
+ texture,
+ shift[0], shift[1], rotate, scale[0], scale[1],
+ 0
+ );
+ }
+ }
+ else
{
- vec3_t vecs[ 2 ];
+ vec3_t vecs[ 2 ];
+ if ( strncmp( buildSide->shaderInfo->shader, "textures/common/", 16 ) ) {
+ if ( strcmp( buildSide->shaderInfo->shader, "noshader" ) ) {
+ if ( strcmp( buildSide->shaderInfo->shader, "default" ) ) {
+ fprintf( stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader );
+ texture = "common/WTF";
+ }
+ }
+ }
-
- MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
- VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
+ MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
+ VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
+ if ( brushPrimitives ) {
+ 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 ],
+ 1.0f / 16.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f / 16.0f, 0.0f,
+ texture,
+ 0
+ );
+ }
+ else
+ {
+ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %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 ],
+ texture,
+ 0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
+ 0
+ );
+ }
}
+ }
- /* 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 );
+ /* end brush */
+ if ( brushPrimitives ) {
+ fprintf( f, "\t}\n" );
}
-#endif
+ fprintf( f, "\t}\n\n" );
+}
+#undef FRAC
+
+#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;
+ }
-/*
-ConvertPatch()
-converts a bsp patch to a map patch
+ /* get plane */
+ plane = &bspPlanes[ side->planeNum ];
+ /* make plane points */
{
- patchDef2
- {
- base_wall/concrete
- ( 9 3 0 0 0 )
- (
- ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
- ...
- )
- }
+ 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;
+
-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, qboolean brushPrimitives ){
+ 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++ )
+ AUTOEXPAND_BY_REALLOC( mapplanes, nummapplanes, allocatedmapplanes, 1024 );
+ 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 = 0;
}
-
+
/* allocate a build brush */
buildBrush = AllocBrush( 512 );
buildBrush->entityNum = 0;
buildBrush->original = buildBrush;
-
+
+ if ( origin[0] != 0 || origin[1] != 0 || origin[2] != 0 ) {
+ ConvertOriginBrush( f, -1, origin, brushPrimitives );
+ }
+
/* 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 );
+ ConvertBrush( f, num, brush, origin, brushPrimitives );
}
-
+
/* 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, qboolean skip_origin ){
+ 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;
+ }
+
+ /* ignore origin keys if skip_origin is set */
+ if ( skip_origin && !Q_stricmp( ep->key, "origin" ) ) {
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_Ext( char *bspName, qboolean brushPrimitives ){
+ 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;
+ }
}
-
+
+ /* export keys */
+ ConvertEPairs( f, e, modelNum >= 0 );
+ fprintf( f, "\n" );
+
/* 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 );
+ ConvertModel( f, model, modelNum, origin, brushPrimitives );
}
-
+
/* end entity */
fprintf( f, "}\n\n" );
}
-
+
/* close the file and return */
fclose( f );
-
+
/* return to sender */
return 0;
}
+
+int ConvertBSPToMap( char *bspName ){
+ return ConvertBSPToMap_Ext( bspName, qfalse );
+}
+
+int ConvertBSPToMap_BP( char *bspName ){
+ return ConvertBSPToMap_Ext( bspName, qtrue );
+}