From: Rudolf Polzer Date: Thu, 7 Oct 2010 15:38:45 +0000 (+0200) Subject: experimental non-BrushPrimit map decompiling (probably won't even compile yet) X-Git-Tag: xonotic-v0.5.0~194 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=c5745ac94247def140456b713a91d4d9fdbac909;p=xonotic%2Fnetradiant.git experimental non-BrushPrimit map decompiling (probably won't even compile yet) --- diff --git a/tools/quake3/q3map2/convert_map.c b/tools/quake3/q3map2/convert_map.c index 0a650aac..29b40cc1 100644 --- a/tools/quake3/q3map2/convert_map.c +++ b/tools/quake3/q3map2/convert_map.c @@ -185,7 +185,7 @@ static void ConvertOriginBrush( FILE *f, int num, vec3_t origin ) 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; @@ -202,8 +202,11 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin ) /* 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++ ) @@ -273,69 +276,6 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin ) 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; @@ -350,24 +290,184 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin ) //% 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" ); } @@ -508,7 +608,7 @@ ConvertModel() 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; @@ -539,7 +639,7 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi { num = i + model->firstBSPBrush; brush = &bspBrushes[ num ]; - ConvertBrush( f, num, brush, origin ); + ConvertBrush( f, num, brush, origin, brushPrimitives ); } /* free the build brush */ @@ -596,7 +696,7 @@ ConvertBSPToMap() exports an quake map file from the bsp */ -int ConvertBSPToMap( char *bspName ) +int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives ) { int i, modelNum; FILE *f; @@ -667,7 +767,7 @@ int ConvertBSPToMap( char *bspName ) GetVectorForKey( e, "origin", origin ); /* convert model */ - ConvertModel( f, model, modelNum, origin ); + ConvertModel( f, model, modelNum, origin, brushPrimitives ); } /* end entity */ @@ -680,3 +780,13 @@ int ConvertBSPToMap( char *bspName ) /* return to sender */ return 0; } + +int ConvertBSPToMap( char *bspName ) +{ + return ConvertBSPToMap(bspName, qfalse); +} + +int ConvertBSPToMap_BP( char *bspName ) +{ + return ConvertBSPToMap(bspName, qtrue); +} diff --git a/tools/quake3/q3map2/main.c b/tools/quake3/q3map2/main.c index b55cc654..d922efc2 100644 --- a/tools/quake3/q3map2/main.c +++ b/tools/quake3/q3map2/main.c @@ -1463,6 +1463,8 @@ int ConvertBSPMain( int argc, char **argv ) i++; if( !Q_stricmp( argv[ i ], "ase" ) ) convertFunc = ConvertBSPToASE; + else if( !Q_stricmp( argv[ i ], "map_bp" ) ) + convertFunc = ConvertBSPToMap_BP; else if( !Q_stricmp( argv[ i ], "map" ) ) convertFunc = ConvertBSPToMap; else diff --git a/tools/quake3/q3map2/q3map2.h b/tools/quake3/q3map2/q3map2.h index 83c756d4..b7d86fb7 100644 --- a/tools/quake3/q3map2/q3map2.h +++ b/tools/quake3/q3map2/q3map2.h @@ -1524,6 +1524,7 @@ int BSPMain( int argc, char **argv ); /* convert_map.c */ int ConvertBSPToMap( char *bspName ); +int ConvertBSPToMap_BP( char *bspName ); /* convert_ase.c */