fprintf( f, "\t}\n\n" );
}
-static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin )
+static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
{
int i, j;
bspBrushSide_t *side;
/* start brush */
fprintf( f, "\t// brush %d\n", num );
fprintf( f, "\t{\n" );
- fprintf( f, "\tbrushDef\n" );
- 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++ )
GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
valid = 0;
- 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 ) )
texture = buildSide->shaderInfo->shader + 9;
//% 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
+
+ if(vert[0] && vert[1] && vert[2])
+ {
+ if(brushPrimites)
+ {
+ 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);
+
+ Vector2Set(xyI, DotProduct(vert[0]->xyz, texX), DotProduct(vert[0]->xyz, texY));
+ Vector2Set(xyJ, DotProduct(vert[1]->xyz, texX), DotProduct(vert[1]->xyz, texY));
+ Vector2Set(xyK, DotProduct(vert[2]->xyz, texX), 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);
+ }
+ 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], 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 */
+ /* ( 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
+ );
+ }
+ else
+ {
+ // invert QuakeTextureVecs
+ vec3_t vecs[2];
+ int sv, tv;
+ vec2_t stI, stJ, stK;
+ vec3_t xyzI, xyzJ, xyzK;
+ vec3_t rrs[3];
+ vec3_t sts[2];
+ vec2_t shift, scale;
+ vec_t rotate;
+
+ 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] * si->shaderWidth; stI[1] = vert[0]->st[1] * si->shaderHeight;
+ stJ[0] = vert[1]->st[0] * si->shaderWidth; stJ[1] = vert[1]->st[1] * si->shaderHeight;
+ stK[0] = vert[2]->st[0] * si->shaderWidth; stK[1] = vert[2]->st[1] * si->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);
+ }
+ valid = 1;
+ }
+ 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] = sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
+ scale[1] = sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
+ rotate = atan2(sts[0][1] - sts[1][0], sts[0][0] + sts[1][1]);
+ shift[0] = sts[0][2];
+ shift[1] = sts[1][2];
+
+ /* 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 %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 ],
+ shift[0], shift[1], rotate, scale[0], scale[1],
+ texture,
+ // DEBUG: valid ? 0 : C_DETAIL
+ 0
+ );
+ }
+ }
+ 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);
}
/* end brush */
- fprintf( f, "\t}\n" );
+ if(brushPrimitives)
+ {
+ fprintf( f, "\t}\n" );
+ }
fprintf( f, "\t}\n\n" );
}
exports a bsp model to a map file
*/
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
+static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
{
int i, num;
bspBrush_t *brush;
{
num = i + model->firstBSPBrush;
brush = &bspBrushes[ num ];
- ConvertBrush( f, num, brush, origin );
+ ConvertBrush( f, num, brush, origin, brushPrimitives );
}
/* free the build brush */
exports an quake map file from the bsp
*/
-int ConvertBSPToMap( char *bspName )
+int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
{
int i, modelNum;
FILE *f;
GetVectorForKey( e, "origin", origin );
/* convert model */
- ConvertModel( f, model, modelNum, origin );
+ ConvertModel( f, model, modelNum, origin, brushPrimitives );
}
/* end entity */
/* return to sender */
return 0;
}
+
+int ConvertBSPToMap( char *bspName )
+{
+ return ConvertBSPToMap(bspName, qfalse);
+}
+
+int ConvertBSPToMap_BP( char *bspName )
+{
+ return ConvertBSPToMap(bspName, qtrue);
+}