/* ------------------------------------------------------------------------------- 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" #include "qspatial.h" #include /* 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 ); } struct BspTriangleRef { bspSurfaceType_t surfaceType; TriRef tri; MinMax minmax; // X is on c_spatial_sort_direction BspTriangleRef( bspSurfaceType_t surfaceType, const bspDrawVert_t& v0, const bspDrawVert_t& v1, const bspDrawVert_t& v2 ) : surfaceType( surfaceType ), tri{ &v0, &v1, &v2 } { minmax.extend( Vector3( spatial_distance( v0.xyz ), v0.xyz.y(), v0.xyz.z() ) ); minmax.extend( Vector3( spatial_distance( v1.xyz ), v1.xyz.y(), v1.xyz.z() ) ); minmax.extend( Vector3( spatial_distance( v2.xyz ), v2.xyz.y(), v2.xyz.z() ) ); } bool operator<( const BspTriangleRef& other ) const noexcept { return minmax.maxs.x() < other.minmax.maxs.x(); } }; class ModelTriangles { std::map> m_modelTriangles; public: ModelTriangles( const bspModel_t& model ){ for ( const bspDrawSurface_t& s : Span( &bspDrawSurfaces[ model.firstBSPSurface ], model.numBSPSurfaces ) ) { if ( s.surfaceType == MST_PLANAR || s.surfaceType == MST_TRIANGLE_SOUP ) { auto& vec = m_modelTriangles[bspShaders[s.shaderNum].shader]; for ( int t = 0; t + 3 <= s.numIndexes; t += 3 ) { vec.push_back( BspTriangleRef( s.surfaceType, bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 0]], bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 1]], bspDrawVerts[s.firstVert + bspDrawIndexes[s.firstIndex + t + 2]] ) ); } } } for( auto& [ k, v ] : m_modelTriangles ) std::sort( v.begin(), v.end() ); } TriRef GetBestSurfaceTriangleMatchForBrushside( const side_t& buildSide ) const { const float nepsilon = normalEpsilon * 100; // default target 0.005 - gives worthy results practically const float depsilon = 2; winding_t polygon; float bestarea = 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 if( const auto triangles = m_modelTriangles.find( buildSide.shaderInfo->shader.c_str() ); triangles != m_modelTriangles.end() ){ MinMax minmax; for( const Vector3& v : buildSide.winding ) minmax.extend( Vector3( spatial_distance( v ), v.y(), v.z() ) ); minmax.mins -= Vector3( 32, depsilon, depsilon ); // 32 helps to spot more triangles, when brush is noticeably smaller minmax.maxs += Vector3( 32, depsilon, depsilon ); // e.g. produced by original model autoclip auto tri = std::lower_bound( triangles->second.begin(), triangles->second.end(), minmax.mins.x(), []( const BspTriangleRef& tri, const float spatialMin ){ return tri.minmax.maxs.x() < spatialMin; } ); for( const auto end = triangles->second.end(); tri != end && minmax.maxs.x() > tri->minmax.maxs.x(); ++tri ) { if ( !minmax.test( tri->minmax ) ) { continue; } const TriRef& vert = tri->tri; if ( tri->surfaceType == MST_PLANAR && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) { if ( !vector3_equal_epsilon( vert[0]->normal, buildPlane.normal(), float( nepsilon ) ) || !vector3_equal_epsilon( vert[1]->normal, buildPlane.normal(), float( nepsilon ) ) || !vector3_equal_epsilon( vert[2]->normal, buildPlane.normal(), float( nepsilon ) ) ) { 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_equal_epsilon( plane.normal(), buildPlane.normal(), float( nepsilon ) ) ) { continue; } } if ( std::fabs( plane3_distance_to_point( buildPlane.plane, vert[0]->xyz ) ) > depsilon || std::fabs( plane3_distance_to_point( buildPlane.plane, vert[1]->xyz ) ) > depsilon || std::fabs( plane3_distance_to_point( buildPlane.plane, vert[2]->xyz ) ) > depsilon ) { continue; } // Okay. Correct surface type, correct shader, correct plane. Let's start with the business... // we now need to generate the plane spanned by normal and (v2 - v1). Plane3f planes[3]{ { VectorNormalized( vector3_cross( vert[ 0 ]->xyz - vert[ 2 ]->xyz, buildPlane.normal() ) ), 0 }, { VectorNormalized( vector3_cross( vert[ 1 ]->xyz - vert[ 0 ]->xyz, buildPlane.normal() ) ), 0 }, { VectorNormalized( vector3_cross( vert[ 2 ]->xyz - vert[ 1 ]->xyz, buildPlane.normal() ) ), 0 }, }; planes[ 0 ].dist() = vector3_dot( vert[ 2 ]->xyz, planes[ 0 ].normal() ); planes[ 1 ].dist() = vector3_dot( vert[ 0 ]->xyz, planes[ 1 ].normal() ); planes[ 2 ].dist() = vector3_dot( vert[ 1 ]->xyz, planes[ 2 ].normal() ); polygon = buildSide.winding; for ( const Plane3f& plane : planes ) { ChopWindingInPlace( polygon, plane, distanceEpsilon ); if ( polygon.empty() ) { goto exwinding; } } thisarea = WindingArea( polygon ); if ( thisarea > 0 ) { ++matches; } if ( thisarea > bestarea ) { bestarea = 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, bestarea ); 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; static const char * const shader = strEqual( g_game->arg, "sof2" ) || strEqual( g_game->arg, "ja" ) || strEqual( g_game->arg, "jk2" )? "system/origin" : "common/origin"; // 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", shader, 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", shader, 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 ), shader ); } } #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, 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, int bspBrushNum, const Vector3& origin, EBrushType brushType, const ModelTriangles& modelTriangles ){ 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 = modelTriangles.GetBestSurfaceTriangleMatchForBrushside( buildSide ); /* 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 xyI, xyJ, xyK; BasicVector2 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 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 */ if( fast ){ for ( int i = 0; i < model.numBSPBrushes; ++i ) ConvertBrushFast( f, model.firstBSPBrush + i, origin, brushType ); } else{ ModelTriangles modelTriangles( model ); for ( int i = 0; i < model.numBSPBrushes; ++i ) ConvertBrush( f, model.firstBSPBrush + i, origin, brushType, modelTriangles ); } /* 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 ); }