From: Rudolf Polzer Date: Thu, 23 Dec 2010 08:11:47 +0000 (+0100) Subject: intermediate commit to add .obj conversion support X-Git-Tag: xonotic-v0.5.0~102 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=6f9e9fd1228ce536af2633d6fe50f71805a09060;p=xonotic%2Fnetradiant.git intermediate commit to add .obj conversion support --- diff --git a/Makefile b/Makefile index 1d9f068f..9a5eec62 100644 --- a/Makefile +++ b/Makefile @@ -425,6 +425,7 @@ $(INSTALLDIR)/q3map2.$(EXE): \ tools/quake3/q3map2/bspfile_rbsp.o \ tools/quake3/q3map2/bsp.o \ tools/quake3/q3map2/convert_ase.o \ + tools/quake3/q3map2/convert_obj.o \ tools/quake3/q3map2/convert_map.o \ tools/quake3/q3map2/decals.o \ tools/quake3/q3map2/facebsp.o \ diff --git a/tools/quake3/q3map2/convert_obj.c b/tools/quake3/q3map2/convert_obj.c new file mode 100644 index 00000000..59cc3d9c --- /dev/null +++ b/tools/quake3/q3map2/convert_obj.c @@ -0,0 +1,378 @@ +/* ------------------------------------------------------------------------------- + +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." + +------------------------------------------------------------------------------- */ + + + +/* marker */ +#define CONVERT_ASE_C + + + +/* dependencies */ +#include "q3map2.h" + + + +/* +ConvertSurface() +converts a bsp drawsurface to an ase chunk +*/ + +static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ) +{ + int i, v, face, a, b, c; + bspDrawVert_t *dv; + vec3_t normal; + char name[ 1024 ]; + + + /* ignore patches for now */ + if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) + return; + + /* print object header for each dsurf */ + sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum ); + fprintf( f, "*GEOMOBJECT\t{\r\n" ); + fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name ); + fprintf( f, "\t*NODE_TM\t{\r\n" ); + fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name ); + fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" ); + fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" ); + fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" ); + fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" ); + fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" ); + fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" ); + fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" ); + fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] ); + fprintf( f, "\t}\r\n" ); + + /* print mesh header */ + fprintf( f, "\t*MESH\t{\r\n" ); + fprintf( f, "\t\t*TIMEVALUE\t0\r\n" ); + fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts ); + fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 ); + switch( ds->surfaceType ) + { + case MST_PLANAR: + fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" ); + break; + case MST_TRIANGLE_SOUP: + fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" ); + break; + } + + /* export vertex xyz */ + fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" ); + for( i = 0; i < ds->numVerts; i++ ) + { + v = i + ds->firstVert; + dv = &bspDrawVerts[ v ]; + fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] ); + } + fprintf( f, "\t\t}\r\n" ); + + /* export vertex normals */ + fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" ); + for( i = 0; i < ds->numIndexes; i += 3 ) + { + face = (i / 3); + a = bspDrawIndexes[ i + ds->firstIndex ]; + b = bspDrawIndexes[ i + ds->firstIndex + 1 ]; + c = bspDrawIndexes[ i + ds->firstIndex + 2 ]; + VectorCopy( bspDrawVerts[ a ].normal, normal ); + VectorAdd( normal, bspDrawVerts[ b ].normal, normal ); + VectorAdd( normal, bspDrawVerts[ c ].normal, normal ); + if( VectorNormalize( normal, normal ) ) + fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] ); + } + for( i = 0; i < ds->numVerts; i++ ) + { + v = i + ds->firstVert; + dv = &bspDrawVerts[ v ]; + fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] ); + } + fprintf( f, "\t\t}\r\n" ); + + /* export faces */ + fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" ); + for( i = 0; i < ds->numIndexes; i += 3 ) + { + face = (i / 3); + a = bspDrawIndexes[ i + ds->firstIndex ]; + c = bspDrawIndexes[ i + ds->firstIndex + 1 ]; + b = bspDrawIndexes[ i + ds->firstIndex + 2 ]; + fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n", + face, a, b, c ); + } + fprintf( f, "\t\t}\r\n" ); + + /* export vertex st */ + fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts ); + fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" ); + for( i = 0; i < ds->numVerts; i++ ) + { + v = i + ds->firstVert; + dv = &bspDrawVerts[ v ]; + fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f ); + } + fprintf( f, "\t\t}\r\n" ); + + /* export texture faces */ + fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 ); + fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" ); + for( i = 0; i < ds->numIndexes; i += 3 ) + { + face = (i / 3); + a = bspDrawIndexes[ i + ds->firstIndex ]; + c = bspDrawIndexes[ i + ds->firstIndex + 1 ]; + b = bspDrawIndexes[ i + ds->firstIndex + 2 ]; + fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c ); + } + fprintf( f, "\t\t}\r\n" ); + + /* print mesh footer */ + fprintf( f, "\t}\r\n" ); + + /* print object footer */ + fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" ); + fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" ); + fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" ); + fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum ); + fprintf( f, "}\r\n" ); +} + + + +/* +ConvertModel() +exports a bsp model to an ase chunk +*/ + +static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ) +{ + int i, s; + bspDrawSurface_t *ds; + + + /* go through each drawsurf in the model */ + for( i = 0; i < model->numBSPSurfaces; i++ ) + { + s = i + model->firstBSPSurface; + ds = &bspDrawSurfaces[ s ]; + ConvertSurface( f, model, modelNum, ds, s, origin ); + } +} + + + +/* +ConvertShader() +exports a bsp shader to an ase chunk +*/ + +/* + *MATERIAL 0 { + *MATERIAL_NAME "models/test/rock16l" + *MATERIAL_CLASS "Standard" + *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 + *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 + *MATERIAL_SPECULAR 0.5882 0.5882 0.5882 + *MATERIAL_SHINE 0.0000 + *MATERIAL_SHINESTRENGTH 0.0000 + *MATERIAL_TRANSPARENCY 0.0000 + *MATERIAL_WIRESIZE 1.0000 + *MATERIAL_SHADING Phong + *MATERIAL_XP_FALLOFF 0.0000 + *MATERIAL_SELFILLUM 0.0000 + *MATERIAL_FALLOFF In + *MATERIAL_XP_TYPE Filter + *MAP_DIFFUSE { + *MAP_NAME "Map #2" + *MAP_CLASS "Bitmap" + *MAP_SUBNO 1 + *MAP_AMOUNT 1.0000 + *BITMAP "models/test/rock16l" + *MAP_TYPE Screen + *UVW_U_OFFSET 0.0000 + *UVW_V_OFFSET 0.0000 + *UVW_U_TILING 1.0000 + *UVW_V_TILING 1.0000 + *UVW_ANGLE 0.0000 + *UVW_BLUR 1.0000 + *UVW_BLUR_OFFSET 0.0000 + *UVW_NOUSE_AMT 1.0000 + *UVW_NOISE_SIZE 1.0000 + *UVW_NOISE_LEVEL 1 + *UVW_NOISE_PHASE 0.0000 + *BITMAP_FILTER Pyramidal + } + } +*/ + +static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ) +{ + shaderInfo_t *si; + char *c, filename[ 1024 ]; + + + /* get shader */ + si = ShaderInfoForShader( shader->shader ); + if( si == NULL ) + { + Sys_Printf( "WARNING: NULL shader in BSP\n" ); + return; + } + + /* set bitmap filename */ + if( si->shaderImage->filename[ 0 ] != '*' ) + strcpy( filename, si->shaderImage->filename ); + else + sprintf( filename, "%s.tga", si->shader ); + for( c = filename; *c != '\0'; c++ ) + if( *c == '/' ) + *c = '\\'; + + /* print shader info */ + fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum ); + fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader ); + fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" ); + fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] ); + fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" ); + + /* print map info */ + fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" ); + fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader ); + fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n"); + fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" ); + fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" ); + fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" ); + if(shadersAsBitmap) + fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader ); + else + fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename ); + fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" ); + fprintf( f, "\t\t}\r\n" ); + + fprintf( f, "\t}\r\n" ); +} + + + +/* +ConvertBSPToASE() +exports an 3d studio ase file from the bsp +*/ + +int ConvertBSPToASE( char *bspName ) +{ + int i, modelNum; + FILE *f; + bspShader_t *shader; + bspModel_t *model; + entity_t *e; + vec3_t origin; + const char *key; + char name[ 1024 ], base[ 1024 ]; + + + /* note it */ + Sys_Printf( "--- Convert BSP to ASE ---\n" ); + + /* create the ase filename from the bsp name */ + strcpy( name, bspName ); + StripExtension( name ); + strcat( name, ".ase" ); + Sys_Printf( "writing %s\n", name ); + + ExtractFileBase( bspName, base ); + strcat( base, ".bsp" ); + + /* open it */ + f = fopen( name, "wb" ); + if( f == NULL ) + Error( "Open failed on %s\n", name ); + + /* print header */ + fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" ); + fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" ); + fprintf( f, "*SCENE\t{\r\n" ); + fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base ); + fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" ); + fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" ); + fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" ); + fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" ); + fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" ); + fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" ); + fprintf( f, "}\r\n" ); + + /* print materials */ + fprintf( f, "*MATERIAL_LIST\t{\r\n" ); + fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders ); + for( i = 0; i < numBSPShaders; i++ ) + { + shader = &bspShaders[ i ]; + ConvertShader( f, shader, i ); + } + fprintf( f, "}\r\n" ); + + /* walk entity list */ + for( i = 0; i < numEntities; i++ ) + { + /* get entity and model */ + e = &entities[ i ]; + if( i == 0 ) + modelNum = 0; + else + { + key = ValueForKey( e, "model" ); + if( key[ 0 ] != '*' ) + continue; + modelNum = atoi( key + 1 ); + } + model = &bspModels[ modelNum ]; + + /* get entity origin */ + key = ValueForKey( e, "origin" ); + if( key[ 0 ] == '\0' ) + VectorClear( origin ); + else + GetVectorForKey( e, "origin", origin ); + + /* convert model */ + ConvertModel( f, model, modelNum, origin ); + } + + /* close the file and return */ + fclose( f ); + + /* return to sender */ + return 0; +} + + +