Files
netradiant-custom/tools/quake3/q3map2/convert_map.cpp
T

989 lines
32 KiB
C++

/* -------------------------------------------------------------------------------
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."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
#include "bspfile_rbsp.h"
/*
ConvertBrush()
exports a map brush
*/
inline double Det3x3( double a00, double a01, double a02,
double a10, double a11, double a12,
double a20, double a21, double a22 ){
return
a00 * ( a11 * a22 - a12 * a21 )
- a01 * ( a10 * a22 - a12 * a20 )
+ a02 * ( a10 * a21 - a11 * a20 );
}
static TriRef GetBestSurfaceTriangleMatchForBrushside( const side_t& buildSide, const bspModel_t& model ){
float best = 0;
float thisarea;
const plane_t& buildPlane = mapplanes[buildSide.planenum];
int matches = 0;
// first, start out with NULLs
TriRef bestVert{ nullptr };
// brute force through all bmodel surfaces
for ( const bspDrawSurface_t& s : Span( &bspDrawSurfaces[ model.firstBSPSurface ], model.numBSPSurfaces ) )
{
if ( s.surfaceType != MST_PLANAR && s.surfaceType != MST_TRIANGLE_SOUP ) {
continue;
}
if ( !strEqual( buildSide.shaderInfo->shader, bspShaders[s.shaderNum].shader ) ) {
continue;
}
for ( int t = 0; t + 3 <= s.numIndexes; t += 3 )
{
const TriRef vert{
&bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 0]],
&bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 1]],
&bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 2]]
};
if ( s.surfaceType == MST_PLANAR && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) {
if ( vector3_length( vert[0]->normal - buildPlane.normal() ) >= normalEpsilon
|| vector3_length( vert[1]->normal - buildPlane.normal() ) >= normalEpsilon
|| vector3_length( vert[2]->normal - buildPlane.normal() ) >= normalEpsilon ) {
continue;
}
}
else
{
// this is more prone to roundoff errors, but with embedded
// models, there is no better way
Plane3f plane;
PlaneFromPoints( plane, vert[0]->xyz, vert[1]->xyz, vert[2]->xyz );
if ( vector3_length( plane.normal() - buildPlane.normal() ) >= normalEpsilon ) {
continue;
}
}
// fixme? better distance epsilon
if ( abs( plane3_distance_to_point( buildPlane.plane, vert[0]->xyz ) ) > 1
|| abs( plane3_distance_to_point( buildPlane.plane, vert[1]->xyz ) ) > 1
|| abs( plane3_distance_to_point( buildPlane.plane, vert[2]->xyz ) ) > 1 ) {
continue;
}
// Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
winding_t polygon( buildSide.winding );
for ( int i = 0; i < 3; ++i )
{
// 0: 1, 2
// 1: 2, 0
// 2; 0, 1
const Vector3& v1 = vert[( i + 1 ) % 3]->xyz;
const Vector3& v2 = vert[( i + 2 ) % 3]->xyz;
// we now need to generate the plane spanned by normal and (v2 - v1).
Plane3f plane( vector3_cross( v2 - v1, buildPlane.normal() ), 0 );
plane.dist() = vector3_dot( v1, plane.normal() );
ChopWindingInPlace( polygon, plane, distanceEpsilon );
if ( polygon.empty() ) {
goto exwinding;
}
}
thisarea = WindingArea( polygon );
if ( thisarea > 0 ) {
++matches;
}
if ( thisarea > best ) {
best = thisarea;
bestVert = vert;
}
exwinding:
;
}
}
//if( !striEqualPrefix( buildSide.shaderInfo->shader, "textures/common/" ) )
// fprintf( stderr, "brushside with %s: %d matches (%f area)\n", buildSide.shaderInfo->shader, matches, best );
return bestVert;
}
#define FRAC( x ) ( ( x ) - floor( x ) )
static void ConvertOriginBrush( FILE *f, int num, const Vector3& origin, EBrushType brushType ){
const int ext = 8; // extent, box size is 2x
const int size = ext * 2;
const int texSize = 64; // can find out from shader
const float texScale = float( size ) / texSize;
// 6: +Z +Y +X -Z -Y -X
char pattern[6][7][4] = {
{ "+++", "+-+", "-++", "- ", " + ", " - ", "- " },
{ "+++", "-++", "++-", "- ", " +", "+ ", " +" },
{ "+++", "++-", "+-+", " - ", " +", " - ", " +" },
{ "---", "+--", "-+-", "- ", " + ", " - ", "+ " },
{ "---", "--+", "+--", "- ", " +", "- ", " +" },
{ "---", "-+-", "--+", " - ", " +", " + ", " +" }
};
#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" );
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\tbrushDef\n" );
fprintf( f, "\t{\n" );
}
/* print brush side */
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 90 0.5 0.5 0 0 0 */
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk [ 1 0 0 0 ] [ 0 -1 0 48 ] 90 0.5 0.5 0 0 0 */
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) ( ( 0 0.03125 0 ) ( -0.03125 0 0.75 ) ) common/caulk 0 0 0 */
for ( int i = 0; i < 6; ++i )
{
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ",
origin[0] + ext * S( i, 0, 0 ), origin[1] + ext * S( i, 0, 1 ), origin[2] + ext * S( i, 0, 2 ),
origin[0] + ext * S( i, 1, 0 ), origin[1] + ext * S( i, 1, 1 ), origin[2] + ext * S( i, 1, 2 ),
origin[0] + ext * S( i, 2, 0 ), origin[1] + ext * S( i, 2, 1 ), origin[2] + ext * S( i, 2, 2 )
);
if ( brushType == EBrushType::Quake ){
fprintf( f, "%s %.8f %.8f 0 %.8f %.8f 0 0 0\n",
"common/origin",
FRAC( ( S( i, 3, 0 ) * origin[0] + S( i, 3, 1 ) * origin[1] + S( i, 3, 2 ) * origin[2] ) / size + 0.5 ) * texSize,
FRAC( ( S( i, 4, 0 ) * origin[0] + S( i, 4, 1 ) * origin[1] + S( i, 4, 2 ) * origin[2] ) / size + 0.5 ) * texSize,
texScale, texScale
);
}
else if ( brushType == EBrushType::Valve220 ){
const Vector3 texX( S( i, 3, 0 ), S( i, 3, 1 ), S( i, 3, 2 ) );
const Vector3 texY( S( i, 4, 0 ), S( i, 4, 1 ), S( i, 4, 2 ) );
fprintf( f, "%s [ %.8f %.8f %.8f %.8f ] [ %.8f %.8f %.8f %.8f ] 0 %.8f %.8f 0 0 0\n",
"common/origin",
texX.x(), texX.y(), texX.z(),
FRAC( ( S( i, 3, 0 ) * origin[0] + S( i, 3, 1 ) * origin[1] + S( i, 3, 2 ) * origin[2] ) / size + 0.5 ) * texSize,
texY.x(), texY.y(), texY.z(),
FRAC( ( S( i, 4, 0 ) * origin[0] + S( i, 4, 1 ) * origin[1] + S( i, 4, 2 ) * origin[2] ) / size + 0.5 ) * texSize,
texScale, texScale
);
}
else if ( brushType == EBrushType::Bp ) {
fprintf( f, "( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s 0 0 0\n",
1.0f / size, 0.0f, FRAC( ( S( i, 5, 0 ) * origin[0] + S( i, 5, 1 ) * origin[1] + S( i, 5, 2 ) * origin[2] ) / size + 0.5 ),
0.0f, 1.0f / size, FRAC( ( S( i, 6, 0 ) * origin[0] + S( i, 6, 1 ) * origin[1] + S( i, 6, 2 ) * origin[2] ) / size + 0.5 ),
"common/origin"
);
}
}
#undef S
/* end brush */
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\t}\n" );
}
fprintf( f, "\t}\n\n" );
}
static void bspBrush_to_buildBrush( const bspBrush_t& brush ){
/* clear out build brush */
buildBrush.sides.clear();
bool modelclip = false;
/* try to guess if this is model clip */
if ( g_decompile_modelClip ){
int notNoShader = 0;
modelclip = true;
for ( const bspBrushSide_t& side : Span( &bspBrushSides[ brush.firstSide ], brush.numSides ) )
{
/* get shader */
if ( side.shaderNum < 0 || side.shaderNum >= int( bspShaders.size() ) ) {
continue;
}
const bspShader_t& shader = bspShaders[ side.shaderNum ];
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
if( !striEqual( shader.shader, "noshader" ) ){
notNoShader++;
}
if( notNoShader > 1 ){
modelclip = false;
break;
}
}
}
/* iterate through bsp brush sides */
for ( const bspBrushSide_t& side : Span( &bspBrushSides[ brush.firstSide ], brush.numSides ) )
{
/* get shader */
if ( side.shaderNum < 0 || side.shaderNum >= int( bspShaders.size() ) ) {
continue;
}
const bspShader_t& shader = bspShaders[ side.shaderNum ];
//"noshader" happens on modelclip and unwanted sides ( usually breaking complex brushes )
if( striEqual( shader.shader, "default" ) || ( striEqual( shader.shader, "noshader" ) && !modelclip ) )
continue;
/* add build side */
buildBrush.sides.emplace_back();
/* tag it */
buildBrush.sides.back().shaderInfo = &ShaderInfoForShader( shader.shader );
buildBrush.sides.back().planenum = side.planeNum;
}
}
static void ConvertBrushFast( FILE *f, const bspModel_t& model, int bspBrushNum, const Vector3& origin, EBrushType brushType ){
bspBrush_to_buildBrush( bspBrushes[bspBrushNum] );
if ( !CreateBrushWindings( buildBrush ) ) {
//Sys_Printf( "CreateBrushWindings failed\n" );
return;
}
/* start brush */
fprintf( f, "\t// brush %d\n", bspBrushNum );
fprintf( f, "\t{\n" );
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\tbrushDef\n" );
fprintf( f, "\t{\n" );
}
/* iterate through build brush sides */
for ( side_t& buildSide : buildBrush.sides )
{
/* get plane */
const plane_t& buildPlane = mapplanes[ buildSide.planenum ];
/* dummy check */
if ( buildSide.shaderInfo == nullptr || buildSide.winding.empty() ) {
continue;
}
/* get texture name */
const char *texture = striEqualPrefix( buildSide.shaderInfo->shader, "textures/" )
? buildSide.shaderInfo->shader + 9
: buildSide.shaderInfo->shader;
Vector3 pts[ 3 ];
{
Vector3 vecs[ 2 ];
MakeNormalVectors( buildPlane.normal(), vecs[ 0 ], vecs[ 1 ] );
pts[ 0 ] = buildPlane.normal() * buildPlane.dist() + origin;
pts[ 1 ] = pts[ 0 ] + vecs[ 0 ] * 256.0f;
pts[ 2 ] = pts[ 0 ] + vecs[ 1 ] * 256.0f;
}
{
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ",
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 ]
);
if ( brushType == EBrushType::Quake ) {
fprintf( f, "%s %.8f %.8f %.8f %.8f %.8f 0 0 0\n",
texture,
0.0f, 0.0f, 0.0f, 0.5f, 0.5f
);
}
else if ( brushType == EBrushType::Valve220 ) {
Vector3 texX, texY;
ComputeAxisBase( buildPlane.normal(), texX, texY );
fprintf( f, "%s [ %.8f %.8f %.8f %.8f ] [ %.8f %.8f %.8f %.8f ] 0 0.5 0.5 0 0 0\n",
texture,
texX.x(), texX.y(), texX.z(), 0.f,
texY.x(), texY.y(), texY.z(), 0.f
);
}
else if ( brushType == EBrushType::Bp ) {
fprintf( f, "( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s 0 0 0\n",
1.0f / 32.0f, 0.0f, 0.0f,
0.0f, 1.0f / 32.0f, 0.0f,
texture
);
}
}
}
/* end brush */
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\t}\n" );
}
fprintf( f, "\t}\n\n" );
}
static void ConvertBrush( FILE *f, const bspModel_t& model, int bspBrushNum, const Vector3& origin, EBrushType brushType ){
bspBrush_to_buildBrush( bspBrushes[bspBrushNum] );
/* make brush windings */
if ( !CreateBrushWindings( buildBrush ) ) {
//Sys_Printf( "CreateBrushWindings failed\n" );
return;
}
/* start brush */
fprintf( f, "\t// brush %d\n", bspBrushNum );
fprintf( f, "\t{\n" );
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\tbrushDef\n" );
fprintf( f, "\t{\n" );
}
/* find out if brush is detail */
int contentFlag = 0;
if( !( bspShaders[bspBrushes[bspBrushNum].shaderNum].contentFlags & GetRequiredSurfaceParm<"structural">().contentFlags ) ){ // sort out structural transparent brushes, e.g. hints
for( const auto& leaf : bspLeafs ){
if( leaf.cluster > CLUSTER_OPAQUE )
for( const int id : Span( &bspLeafBrushes[ leaf.firstBSPLeafBrush ], leaf.numBSPLeafBrushes ) ){
if( id == bspBrushNum ){
contentFlag = C_DETAIL;
break;
}
}
if( contentFlag == C_DETAIL)
break;
}
}
/* iterate through build brush sides */
for ( side_t& buildSide : buildBrush.sides )
{
/* get plane */
const plane_t& buildPlane = mapplanes[ buildSide.planenum ];
/* dummy check */
if ( buildSide.shaderInfo == nullptr || buildSide.winding.empty() ) {
continue;
}
// st-texcoords -> texMat block
// start out with dummy
buildSide.texMat[0] = { 1 / 32.0, 0, 0 };
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
const TriRef vert = GetBestSurfaceTriangleMatchForBrushside( buildSide, model );
/* get texture name */
const char *texture = striEqualPrefix( buildSide.shaderInfo->shader, "textures/" )
? buildSide.shaderInfo->shader + 9
: buildSide.shaderInfo->shader;
Vector3 pts[ 3 ];
/* recheck and fix winding points, fails occur somehow */
int match = 0;
for ( const Vector3& p : buildSide.winding ){
if ( std::fabs( plane3_distance_to_point( buildPlane.plane, p ) ) < distanceEpsilon ) {
pts[ match ] = p;
match++;
/* got 3 fine points? */
if( match > 2 )
break;
}
}
if( match > 2 ){
//Sys_Printf( "pointsKK " );
if ( Plane3f testplane; PlaneFromPoints( testplane, pts ) ){
if( !PlaneEqual( buildPlane, testplane ) ){
//Sys_Printf( "1: %f %f %f %f\n2: %f %f %f %f\n", buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2], buildPlane->dist, testplane[0], testplane[1], testplane[2], testplane[3] );
match--;
//Sys_Printf( "planentEQ " );
}
}
else{
match--;
}
}
if( match > 2 ){
//Sys_Printf( "ok " );
/* offset by origin */
for ( Vector3& pt : pts )
pt += origin;
}
else{
Vector3 vecs[ 2 ];
MakeNormalVectors( buildPlane.normal(), vecs[ 0 ], vecs[ 1 ] );
pts[ 0 ] = buildPlane.normal() * buildPlane.dist() + origin;
pts[ 1 ] = pts[ 0 ] + vecs[ 0 ] * 256.0f;
pts[ 2 ] = pts[ 0 ] + vecs[ 1 ] * 256.0f;
//Sys_Printf( "not\n" );
}
/* print planepoints */
fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ",
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 ]
);
if ( vert[0] != nullptr && vert[1] != nullptr && vert[2] != nullptr ) {
const Vector3 verts[3] = { vert[0]->xyz + origin,
vert[1]->xyz + origin,
vert[2]->xyz + origin };
const Vector2 sts[3] = { vert[0]->st, vert[1]->st, vert[2]->st };
if ( brushType == EBrushType::Bp || brushType == EBrushType::Valve220 ) {
BasicVector2<double> xyI, xyJ, xyK;
BasicVector2<double> stI, stJ, stK;
double D, D0, D1, D2;
DoubleVector3 texX, texY;
ComputeAxisBase( buildPlane.normal(), texX, texY );
xyI[0] = vector3_dot( verts[0], texX );
xyI[1] = vector3_dot( verts[0], texY );
xyJ[0] = vector3_dot( verts[1], texX );
xyJ[1] = vector3_dot( verts[1], texY );
xyK[0] = vector3_dot( verts[2], texX );
xyK[1] = vector3_dot( verts[2], texY );
stI = sts[0];
stJ = sts[1];
stK = sts[2];
// - 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 ( int 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]
);
buildSide.texMat[i] = Vector3( 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]
);
}
/* print brush side */
if( brushType == EBrushType::Bp ){
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) ( ( 0 0.03125 0 ) ( -0.03125 0 0.75 ) ) common/caulk 0 0 0 */
fprintf( f, "( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
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,
contentFlag
);
}
else if( brushType == EBrushType::Valve220 ){
// brush_primit.cpp Valve220_from_BP()
const double scale[2]{ 1.0 / ( vector2_length( buildSide.texMat[0].vec2() ) * buildSide.shaderInfo->shaderWidth ),
1.0 / ( vector2_length( buildSide.texMat[1].vec2() ) * buildSide.shaderInfo->shaderHeight ) };
const double shift[2]{ FRAC( buildSide.texMat[0][2] ) * buildSide.shaderInfo->shaderWidth,
FRAC( buildSide.texMat[1][2] ) * buildSide.shaderInfo->shaderHeight };
const DoubleVector3 basis_s = vector3_normalised( texX * buildSide.texMat[0][0] + texY * buildSide.texMat[0][1] );
const DoubleVector3 basis_t = vector3_normalised( texX * buildSide.texMat[1][0] + texY * buildSide.texMat[1][1] );
/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk [ 1 0 0 0 ] [ 0 -1 0 48 ] 90 0.5 0.5 0 0 0 */
fprintf( f, "%s [ %.8f %.8f %.8f %.8f ] [ %.8f %.8f %.8f %.8f ] 0 %.8f %.8f %d 0 0\n",
texture,
basis_s.x(), basis_s.y(), basis_s.z(), shift[0],
basis_t.x(), basis_t.y(), basis_t.z(), shift[1],
scale[0], scale[1],
contentFlag
);
}
}
else if ( brushType == EBrushType::Quake ) {
// invert QuakeTextureVecs
int sv, tv;
BasicVector2<double> stI, stJ, stK;
double D, D0, D1, D2;
DoubleVector3 texMat[2];
float shift[2], scale[2];
float rotate;
const auto vecs = TextureAxisFromPlane( buildPlane );
sv = vecs[0][0]? 0
: vecs[0][1]? 1: 2;
tv = vecs[1][0]? 0
: vecs[1][1]? 1: 2;
stI[0] = sts[0][0] * buildSide.shaderInfo->shaderWidth;
stI[1] = sts[0][1] * buildSide.shaderInfo->shaderHeight;
stJ[0] = sts[1][0] * buildSide.shaderInfo->shaderWidth;
stJ[1] = sts[1][1] * buildSide.shaderInfo->shaderHeight;
stK[0] = sts[2][0] * buildSide.shaderInfo->shaderWidth;
stK[1] = sts[2][1] * buildSide.shaderInfo->shaderHeight;
D = Det3x3(
verts[0][sv], verts[0][tv], 1,
verts[1][sv], verts[1][tv], 1,
verts[2][sv], verts[2][tv], 1
);
if ( D != 0 ) {
for ( int i = 0; i < 2; ++i )
{
D0 = Det3x3(
stI[i], verts[0][tv], 1,
stJ[i], verts[1][tv], 1,
stK[i], verts[2][tv], 1
);
D1 = Det3x3(
verts[0][sv], stI[i], 1,
verts[1][sv], stJ[i], 1,
verts[2][sv], stK[i], 1
);
D2 = Det3x3(
verts[0][sv], verts[0][tv], stI[i],
verts[1][sv], verts[1][tv], stJ[i],
verts[2][sv], verts[2][tv], stK[i]
);
texMat[i] = { D0 / D, D1 / D, D2 / D };
//Sys_Printf( "%.3f %.3f %.3f \n", texMat[i][0], texMat[i][1], texMat[i][2] );
}
}
else{
fprintf( stderr, "degenerate triangle found when solving texDef equations\n" ); // FIXME add stuff here
texMat[0] = { 2.0, 0.0, 0.0 };
texMat[1] = { 0.0, -2.0, 0.0 };
}
// now we must solve:
// // now we must invert:
// ang = degrees_to_radians( rotate );
// 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];
#if 0
scale[0] = 1.0 / vector2_length( texMat[0].vec2() );
scale[1] = 1.0 / vector2_length( texMat[1].vec2() );
rotate = radians_to_degrees( atan2( texMat[0][1] * vecs[0][sv] - texMat[1][0] * vecs[1][tv], texMat[0][0] * vecs[0][sv] + texMat[1][1] * vecs[1][tv] ) );
shift[0] = buildSide.shaderInfo->shaderWidth * FRAC( texMat[0][2] / buildSide.shaderInfo->shaderWidth );
shift[1] = buildSide.shaderInfo->shaderHeight * FRAC( texMat[1][2] / buildSide.shaderInfo->shaderHeight );
#else // Texdef_fromTransform() from brush_primit.cpp, flawless unlike upper
scale[0] = 1.0 / vector2_length( texMat[0].vec2() );
scale[1] = 1.0 / vector2_length( texMat[1].vec2() );
rotate = -radians_to_degrees( atan2( -texMat[0][1], texMat[0][0] ) );
if ( rotate == -180.0f ) {
rotate = 180.0f;
}
shift[0] = buildSide.shaderInfo->shaderWidth * FRAC( texMat[0][2] / buildSide.shaderInfo->shaderWidth );
shift[1] = buildSide.shaderInfo->shaderHeight * FRAC( texMat[1][2] / buildSide.shaderInfo->shaderHeight );
// If the 2d cross-product of the x and y axes is positive, one of the axes has a negative scale.
if ( vector2_cross( Vector2( texMat[0][0], texMat[0][1] ), Vector2( texMat[1][0], texMat[1][1] ) ) > 0 ) {
if ( rotate >= 180.0f ) {
rotate -= 180.0f;
scale[0] = -scale[0];
}
else
{
scale[1] = -scale[1];
}
}
#endif
/* 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, "%s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
texture,
shift[0], shift[1], rotate, scale[0], scale[1],
contentFlag
);
}
}
else
{
if ( g_decompile_wtf
&& !striEqualPrefix( buildSide.shaderInfo->shader, "textures/common/" )
&& !striEqualPrefix( buildSide.shaderInfo->shader, "textures/system/" )
&& !strEqual( buildSide.shaderInfo->shader, "noshader" )
&& !strEqual( 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";
}
if ( brushType == EBrushType::Quake ) {
fprintf( f, "%s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
texture,
0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
contentFlag
);
}
else if ( brushType == EBrushType::Valve220 ) {
Vector3 texX, texY;
ComputeAxisBase( buildPlane.normal(), texX, texY );
fprintf( f, "%s [ %.8f %.8f %.8f %.8f ] [ %.8f %.8f %.8f %.8f ] 0 0.5 0.5 %d 0 0\n",
texture,
texX.x(), texX.y(), texX.z(), 0.f,
texY.x(), texY.y(), texY.z(), 0.f,
contentFlag
);
}
else if ( brushType == EBrushType::Bp ) {
fprintf( f, "( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
1.0f / 16.0f, 0.0f, 0.0f,
0.0f, 1.0f / 16.0f, 0.0f,
texture,
contentFlag
);
}
}
}
/* end brush */
if ( brushType == EBrushType::Bp ) {
fprintf( f, "\t}\n" );
}
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 >= int( bspShaders.size() ) ) {
continue;
}
shader = &bspShaders[ side->shaderNum ];
if ( striEqual( shader->shader, "default" ) || striEqual( shader->shader, "noshader" ) ) {
continue;
}
/* get texture name */
if ( striEqualPrefix( shader->shader, "textures/" ) ) {
texture = shader->shader + 9;
}
else{
texture = shader->shader;
}
/* 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
{
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, const bspDrawSurface_t& ds, const Vector3& origin ){
/* only patches */
if ( ds.surfaceType != MST_PATCH ) {
return;
}
/* get shader */
if ( ds.shaderNum < 0 || ds.shaderNum >= int( bspShaders.size() ) ) {
return;
}
/* get texture name */
const char *texture;
if ( const bspShader_t& shader = bspShaders[ ds.shaderNum ];
striEqualPrefix( shader.shader, "textures/" ) ) {
texture = shader.shader + 9;
}
else{
texture = shader.shader;
}
/* start patch */
fprintf( f, "\t// patch %d\n", num );
fprintf( f, "\t{\n" );
fprintf( f, "\t\tpatchDef2\n" );
fprintf( f, "\t\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 ( int x = 0; x < ds.patchWidth; ++x )
{
/* start row */
fprintf( f, "\t\t\t\t(" );
/* iterate through the row */
for ( int y = 0; y < ds.patchHeight; ++y )
{
/* get vert */
const bspDrawVert_t& dv = bspDrawVerts[ ds.firstVert + ( y * ds.patchWidth ) + x ];
/* offset it */
const Vector3 xyz = dv.xyz + origin;
/* 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" );
fprintf( f, "\t}\n\n" );
}
/*
ConvertModel()
exports a bsp model to a map file
*/
static void ConvertModel( FILE *f, const bspModel_t& model, const Vector3& origin, EBrushType brushType ){
if ( origin != g_vector3_identity ) {
ConvertOriginBrush( f, -1, origin, brushType );
}
/* go through each brush in the model */
for ( int i = 0; i < model.numBSPBrushes; ++i )
{
if( fast )
ConvertBrushFast( f, model, model.firstBSPBrush + i, origin, brushType );
else
ConvertBrush( f, model, model.firstBSPBrush + i, origin, brushType );
}
/* go through each drawsurf in the model */
for ( int i = 0; i < model.numBSPSurfaces; ++i )
{
const int num = i + model.firstBSPSurface;
const bspDrawSurface_t& ds = bspDrawSurfaces[ num ];
/* we only love patches */
if ( ds.surfaceType == MST_PATCH ) {
ConvertPatch( f, num, ds, origin );
}
}
}
/*
ConvertEPairs()
exports entity key/value pairs to a map file
*/
static void ConvertEPairs( FILE *f, const entity_t& e, bool skip_origin ){
/* walk epairs */
for ( const auto& ep : e.epairs )
{
/* ignore empty keys/values */
if ( ep.key.empty() || ep.value.empty() ) {
continue;
}
/* ignore model keys with * prefixed values */
if ( striEqual( ep.key.c_str(), "model" ) && ep.value.c_str()[ 0 ] == '*' ) {
continue;
}
/* ignore origin keys if skip_origin is set */
if ( skip_origin && striEqual( ep.key.c_str(), "origin" ) ) {
continue;
}
/* emit the epair */
fprintf( f, "\t\"%s\" \"%s\"\n", ep.key.c_str(), ep.value.c_str() );
}
}
/*
ConvertBSPToMap()
exports an quake map file from the bsp
*/
static int ConvertBSPToMap_Ext( char *bspName, EBrushType brushType ){
/* setup brush conversion prerequisites */
{
/* convert bsp planes to map planes */
mapplanes.resize( bspPlanes.size() );
for ( size_t i = 0; i < bspPlanes.size(); ++i )
{
plane_t& plane = mapplanes[i];
plane.plane = bspPlanes[ i ];
plane.type = PlaneTypeForNormal( plane.normal() );
plane.hash_chain = 0;
}
/* allocate a build brush */
buildBrush.sides.reserve( MAX_BUILD_SIDES );
buildBrush.entityNum = 0;
buildBrush.original = &buildBrush;
}
if( g_game->load == LoadRBSPFile )
UnSetLightStyles();
/* note it */
Sys_Printf( "--- Convert BSP to MAP ---\n" );
/* create map filename from the bsp name */
const auto name = StringStream( PathExtensionless( bspName ), "_converted.map" );
Sys_Printf( "writing %s\n", name.c_str() );
/* open it */
FILE *f = SafeOpenWrite( name );
/* print header */
fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
/* walk entity list */
for ( std::size_t i = 0; i < entities.size(); ++i )
{
/* get entity */
const entity_t& e = entities[ i ];
/* start entity */
fprintf( f, "// entity %zu\n", i );
fprintf( f, "{\n" );
/* get model num */
int modelNum;
if ( i == 0 ) {
modelNum = 0;
}
else
{
const char *value = e.valueForKey( "model" );
if ( value[ 0 ] == '*' ) {
modelNum = atoi( value + 1 );
}
else{
modelNum = -1;
}
}
/* export keys */
ConvertEPairs( f, e, modelNum >= 0 );
fprintf( f, "\n" );
/* only handle bsp models */
if ( modelNum >= 0 ) {
/* convert model */
ConvertModel( f, bspModels[ modelNum ], e.vectorForKey( "origin" ), brushType );
}
/* 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, EBrushType::Quake );
}
int ConvertBSPToMap_BP( char *bspName ){
return ConvertBSPToMap_Ext( bspName, EBrushType::Bp );
}
int ConvertBSPToMap_220( char *bspName ){
return ConvertBSPToMap_Ext( bspName, EBrushType::Valve220 );
}