/* -------------------------------------------------------------------------------

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_MAP_C



/* dependencies */
#include "q3map2.h"



/*
ConvertBrush()
exports a map brush
*/

#define	SNAP_FLOAT_TO_INT	4
#define	SNAP_INT_TO_FLOAT	(1.0 / SNAP_FLOAT_TO_INT)

typedef vec_t vec2_t[2];

static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
                    vec_t a10, vec_t a11, vec_t a12,
                    vec_t a20, vec_t a21, vec_t a22)
{
	return
		a00 * (a11 * a22 - a12 * a21)
	-	a01 * (a10 * a22 - a12 * a20)
	+	a02 * (a10 * a21 - a11 * a20);
}

void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
{
	bspDrawSurface_t *s;
	int i;
	int t;
	vec_t best = 0;
	vec_t thisarea;
	vec3_t normdiff;
	vec3_t v1v0, v2v0, norm;
	bspDrawVert_t *vert[3];
	winding_t *polygon;
	plane_t *buildPlane = &mapplanes[buildSide->planenum];
	int matches = 0;

	// first, start out with NULLs
	bestVert[0] = bestVert[1] = bestVert[2] = NULL;

	// brute force through all surfaces
	for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
	{
		if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
			continue;
		if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
			continue;
		for(t = 0; t + 3 <= s->numIndexes; t += 3)
		{
			vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
			vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
			vert[2] = &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))
			{
				VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
				VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
				VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
			}
			else
			{
				// this is more prone to roundoff errors, but with embedded
				// models, there is no better way
				VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
				VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
				CrossProduct(v2v0, v1v0, norm);
				VectorNormalize(norm, norm);
				VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
			}
			if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
			if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
			if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
			// Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
			polygon = CopyWinding(buildSide->winding);
			for(i = 0; i < 3; ++i)
			{
				// 0: 1, 2
				// 1: 2, 0
				// 2; 0, 1
				vec3_t *v1 = &vert[(i+1)%3]->xyz;
				vec3_t *v2 = &vert[(i+2)%3]->xyz;
				vec3_t triNormal;
				vec_t triDist;
				vec3_t sideDirection;
				// we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
				VectorSubtract(*v2, *v1, sideDirection);
				CrossProduct(sideDirection, buildPlane->normal, triNormal);
				triDist = DotProduct(*v1, triNormal);
				ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon);
				if(!polygon)
					goto exwinding;
			}
			thisarea = WindingArea(polygon);
			if(thisarea > 0)
				++matches;
			if(thisarea > best)
			{
				best = thisarea;
				bestVert[0] = vert[0];
				bestVert[1] = vert[1];
				bestVert[2] = vert[2];
			}
			FreeWinding(polygon);
exwinding:
			;
		}
	}
	//if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
	//	fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
}

#define FRAC(x) ((x) - floor(x))
static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives )
{
	int originSize = 256;

	char pattern[6][7][3] = {
		{ "+++", "+-+", "-++", "-  ", " + ", " - ", "-  " },
		{ "+++", "-++", "++-", "-  ", "  +", "+  ", "  +" },
		{ "+++", "++-", "+-+", " - ", "  +", " - ", "  +" },
		{ "---", "+--", "-+-", "-  ", " + ", " - ", "+  " },
		{ "---", "--+", "+--", "-  ", "  +", "-  ", "  +" },
		{ "---", "-+-", "--+", " - ", "  +", " + ", "  +" }
	};
	int i;
#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(brushPrimitives)
	{
		fprintf( f, "\tbrushDef\n" );
		fprintf( f, "\t{\n" );
	}
	/* print brush side */
	/* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */

	for(i = 0; i < 6; ++i)
	{
		if(brushPrimitives)
		{
			fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
					origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
					origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
					origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
					1.0f/16.0f, 0.0f, FRAC((S(i,5,0) * origin[0] + S(i,5,1) * origin[1] + S(i,5,2) * origin[2]) / 16.0 + 0.5),
					0.0f, 1.0f/16.0f, FRAC((S(i,6,0) * origin[0] + S(i,6,1) * origin[1] + S(i,6,2) * origin[2]) / 16.0 + 0.5),
					"common/origin",
					0
				   );
		}
		else
		{
			fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
					origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
					origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
					origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
					"common/origin",
					FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5) * originSize,
					FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5) * originSize,
					0.0f, 16.0 / originSize, 16.0 / originSize,
					0
				   );
		}
	}
#undef S
	
	/* end brush */
	if(brushPrimitives)
		fprintf( f, "\t}\n" );
	fprintf( f, "\t}\n\n" );
}

static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
{
	int				i, j;
	bspBrushSide_t	*side;
	side_t			*buildSide;
	bspShader_t		*shader;
	char			*texture;
	plane_t         *buildPlane;
	vec3_t			pts[ 3 ];
	bspDrawVert_t	*vert[3];
	
	
	/* start brush */
	fprintf( f, "\t// brush %d\n", num );
	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++ )
	{
		buildSide = &buildBrush->sides[ i ];
		if( buildSide->winding != NULL )
		{
			FreeWinding( buildSide->winding );
			buildSide->winding = NULL;
		}
	}
	buildBrush->numsides = 0;
	
	/* iterate through bsp brush sides */
	for( i = 0; i < brush->numSides; i++ )
	{
		/* get side */
		side = &bspBrushSides[ brush->firstSide + i ];
		
		/* get shader */
		if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
			continue;
		shader = &bspShaders[ side->shaderNum ];
		//if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
		//	continue;
		
		/* add build side */
		buildSide = &buildBrush->sides[ buildBrush->numsides ];
		buildBrush->numsides++;
		
		/* tag it */
		buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
		buildSide->planenum = side->planeNum;
		buildSide->winding = NULL;
	}
	
	/* make brush windings */
	if( !CreateBrushWindings( buildBrush ) )
	{
		Sys_Printf( "CreateBrushWindings failed\n" );
		return;
	}
	
	/* iterate through build brush sides */
	for( i = 0; i < buildBrush->numsides; i++ )
	{
		/* get build side */
		buildSide = &buildBrush->sides[ i ];
		
		/* get plane */
		buildPlane = &mapplanes[ buildSide->planenum ];

		/* dummy check */
		if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
			continue;

		// st-texcoords -> texMat block
		// start out with dummy
		VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
		VectorSet(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 side
		GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);

		/* get texture name */
		if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
			texture = buildSide->shaderInfo->shader + 9;
		else
			texture = buildSide->shaderInfo->shader;
		
		/* get plane points and offset by origin */
		for( j = 0; j < 3; j++ )
		{
			VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
			//%	pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
			//%	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 );
		}

		if(vert[0] && vert[1] && vert[2])
		{
			if(brushPrimitives)
			{
				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);

				xyI[0] = DotProduct(vert[0]->xyz, texX);
				xyI[1] = DotProduct(vert[0]->xyz, texY);
				xyJ[0] = DotProduct(vert[1]->xyz, texX);
				xyJ[1] = DotProduct(vert[1]->xyz, texY);
				xyK[0] = DotProduct(vert[2]->xyz, texX);
				xyK[1] = 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);
					}
				}
				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], FRAC(buildSide->texMat[0][2]),
						buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC(buildSide->texMat[1][2]),
						texture,
						0
					   );
			}
			else
			{
				// invert QuakeTextureVecs
				int i;
				vec3_t vecs[2];
				int sv, tv;
				vec2_t stI, stJ, stK;
				vec3_t sts[2];
				vec2_t shift, scale;
				vec_t rotate;
				vec_t D, D0, D1, D2;

				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] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
				stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
				stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->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);
					}
				}
				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] = 1.0/sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
				scale[1] = 1.0/sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
				rotate = atan2(sts[0][1] * vecs[0][sv] - sts[1][0] * vecs[1][tv], sts[0][0] * vecs[0][sv] + sts[1][1] * vecs[1][tv]) * (180.0f / Q_PI);
				shift[0] = buildSide->shaderInfo->shaderWidth * FRAC(sts[0][2] / buildSide->shaderInfo->shaderWidth);
				shift[1] = buildSide->shaderInfo->shaderHeight * FRAC(sts[1][2] / buildSide->shaderInfo->shaderHeight);

				/* 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 %.8f %.8f %.8f %.8f %.8f %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 ],
						texture,
						shift[0], shift[1], rotate, scale[0], scale[1],
						0
					   );
			}
		}
		else
		{
			vec3_t	vecs[ 2 ];
			if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
			if(strcmp(buildSide->shaderInfo->shader, "noshader"))
			if(strcmp(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";
			}

			MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
			VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
			VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
			VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
			if(brushPrimitives)
			{
				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 ],
						1.0f/16.0f, 0.0f, 0.0f,
						0.0f, 1.0f/16.0f, 0.0f,
						texture,
						0
					   );
			}
			else
			{
				fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %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 ],
						texture,
						0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
						0
					   );
			}
		}
	}
	
	/* end brush */
	if(brushPrimitives)
	{
		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 >= numBSPShaders )
			continue;
		shader = &bspShaders[ side->shaderNum ];
		if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
			continue;
		
		/* get texture name */
		if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
			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, bspDrawSurface_t *ds, vec3_t origin )
{
	int				x, y;
	bspShader_t		*shader;
	char			*texture;
	bspDrawVert_t	*dv;
	vec3_t			xyz;
	
	
	/* only patches */
	if( ds->surfaceType != MST_PATCH )
		return;
	
	/* get shader */
	if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
		return;
	shader = &bspShaders[ ds->shaderNum ];
	
	/* get texture name */
	if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
		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( x = 0; x < ds->patchWidth; x++ )
	{
		/* start row */
		fprintf( f, "\t\t\t\t(" );
		
		/* iterate through the row */
		for( y = 0; y < ds->patchHeight; y++ )
		{
			/* get vert */
			dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
			
			/* offset it */
			VectorAdd( origin, dv->xyz, xyz );
			
			/* 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, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
{
	int					i, num;
	bspBrush_t			*brush;
	bspDrawSurface_t	*ds;
	
	
	/* convert bsp planes to map planes */
	nummapplanes = numBSPPlanes;
	AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024);
	for( i = 0; i < numBSPPlanes; i++ )
	{
		VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
		mapplanes[ i ].dist = bspPlanes[ i ].dist;
		mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
		mapplanes[ i ].hash_chain = 0;
	}
	
	/* allocate a build brush */
	buildBrush = AllocBrush( 512 );
	buildBrush->entityNum = 0;
	buildBrush->original = buildBrush;

	if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
		ConvertOriginBrush(f, -1, origin, brushPrimitives);
	
	/* go through each brush in the model */
	for( i = 0; i < model->numBSPBrushes; i++ )
	{
		num = i + model->firstBSPBrush;
		brush = &bspBrushes[ num ];
		ConvertBrush( f, num, brush, origin, brushPrimitives );
	}
	
	/* free the build brush */
	free( buildBrush );
	
	/* go through each drawsurf in the model */
	for( i = 0; i < model->numBSPSurfaces; i++ )
	{
		num = i + model->firstBSPSurface;
		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, entity_t *e, qboolean skip_origin )
{
	epair_t	*ep;
	
	
	/* walk epairs */
	for( ep = e->epairs; ep != NULL; ep = ep->next )
	{
		/* ignore empty keys/values */
		if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
			continue;

		/* ignore model keys with * prefixed values */
		if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
			continue;
		
		/* ignore origin keys if skip_origin is set */
		if( skip_origin && !Q_stricmp( ep->key, "origin" ) )
			continue;
		
		/* emit the epair */
		fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
	}
}



/*
ConvertBSPToMap()
exports an quake map file from the bsp
*/

int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
{
	int				i, modelNum;
	FILE			*f;
	bspModel_t		*model;
	entity_t		*e;
	vec3_t			origin;
	const char		*value;
	char			name[ 1024 ], base[ 1024 ];
	
	
	/* note it */
	Sys_Printf( "--- Convert BSP to MAP ---\n" );
	
	/* create the bsp filename from the bsp name */
	strcpy( name, bspName );
	StripExtension( name );
	strcat( name, "_converted.map" );
	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, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
	
	/* walk entity list */
	for( i = 0; i < numEntities; i++ )
	{
		/* get entity */
		e = &entities[ i ];
		
		/* start entity */
		fprintf( f, "// entity %d\n", i );
		fprintf( f, "{\n" );
		
		/* get model num */
		if( i == 0 )
			modelNum = 0;
		else
		{
			value = ValueForKey( e, "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 )
		{
			/* get model */
			model = &bspModels[ modelNum ];
			
			/* get entity origin */
			value = ValueForKey( e, "origin" );
			if( value[ 0 ] == '\0' )
				VectorClear( origin );
			else
				GetVectorForKey( e, "origin", origin );
			
			/* convert model */
			ConvertModel( f, model, modelNum, origin, brushPrimitives );
		}
		
		/* 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, qfalse);
}

int ConvertBSPToMap_BP( char *bspName )
{
	return ConvertBSPToMap_Ext(bspName, qtrue);
}
