doom3-bfg/neo/idlib/MapFile.h
2025-01-23 23:08:57 +01:00

584 lines
14 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2015-2023 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MAPFILE_H__
#define __MAPFILE_H__
#include "gltfProperties.h"
/*
===============================================================================
Reads or writes the contents of .map files into a standard internal
format, which can then be moved into private formats for collision
detection, map processing, or editor use.
No validation (duplicate planes, null area brushes, etc) is performed.
There are no limits to the number of any of the elements in maps.
The order of entities, brushes, and sides is maintained.
===============================================================================
*/
const int OLD_MAP_VERSION = 1;
// RB: added new map format
const int DOOM3_MAP_VERSION = 2;
const int CURRENT_MAP_VERSION = 3;
// RB end
const int DEFAULT_CURVE_SUBDIVISION = 4;
const float DEFAULT_CURVE_MAX_ERROR = 4.0f;
const float DEFAULT_CURVE_MAX_ERROR_CD = 24.0f;
const float DEFAULT_CURVE_MAX_LENGTH = -1.0f;
const float DEFAULT_CURVE_MAX_LENGTH_CD = -1.0f;
class idMapPrimitive
{
public:
// RB: new mesh primitive to work with Blender Ngons
enum { TYPE_INVALID = -1, TYPE_BRUSH, TYPE_PATCH, TYPE_MESH };
// RB end
idDict epairs;
idMapPrimitive()
{
type = TYPE_INVALID;
}
virtual ~idMapPrimitive() { }
int GetType() const
{
return type;
}
protected:
int type;
};
class idMapBrushSide
{
friend class idMapBrush;
public:
idMapBrushSide();
~idMapBrushSide() { }
const char* GetMaterial() const
{
return material;
}
void SetMaterial( const char* p )
{
material = p;
}
const idPlane& GetPlane() const
{
return plane;
}
void SetPlane( const idPlane& p )
{
plane = p;
}
void SetTextureMatrix( const idVec3 mat[2] )
{
texMat[0] = mat[0];
texMat[1] = mat[1];
}
void GetTextureMatrix( idVec3& mat1, idVec3& mat2 )
{
mat1 = texMat[0];
mat2 = texMat[1];
}
void GetTextureVectors( idVec4 v[2] ) const;
// RB: support Valve 220 projection by TrenchBroom
enum ProjectionType
{
PROJECTION_BP = 0,
PROJECTION_VALVE220 = 1
};
ProjectionType GetProjectionType() const
{
return projection;
}
const idVec2i& GetTextureSize() const
{
return texSize;
}
void ConvertToValve220Format( const idMat4& entityTransform, idStrList& textureCollections );
// RB end
protected:
idStr material;
idPlane plane;
idVec3 texMat[2];
idVec3 origin;
public:
// RB
idVec3 planepts[ 3 ]; // for writing back original planepts
ProjectionType projection;
idVec4 texValve[ 2 ]; // alternative texture coordinate mapping
idVec2 texScale;
idVec2i texSize;
};
ID_INLINE idMapBrushSide::idMapBrushSide()
{
plane.Zero();
texMat[0].Zero();
texMat[1].Zero();
origin.Zero();
projection = PROJECTION_BP;
texValve[0].Zero();
texValve[1].Zero();
texScale[0] = 1.0f;
texScale[1] = 1.0f;
texSize[0] = 32;
texSize[1] = 32;
}
class idMapBrush : public idMapPrimitive
{
public:
idMapBrush()
{
type = TYPE_BRUSH;
sides.Resize( 8, 4 );
}
~idMapBrush()
{
sides.DeleteContents( true );
}
static idMapBrush* Parse( idLexer& src, const idVec3& origin, bool newFormat = true, int version = CURRENT_MAP_VERSION );
static idMapBrush* ParseQ3( idLexer& src, const idVec3& origin );
static idMapBrush* ParseValve220( idLexer& src, const idVec3& origin ); // RB
bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
bool WriteValve220( idFile* fp, int primitiveNum, const idVec3& origin ) const; // RB
// returns an origin brush with the size of (2, 2, 2) by default
// so we can center the brush on a grid size of 1 in TrenchBroom
static idMapBrush* MakeOriginBrush( const idVec3& origin, const idVec3& scale = vec3_one );
void SetPlanePointsFromWindings( const idVec3& origin, int entityNum, int primitiveNum );
int GetNumSides() const
{
return sides.Num();
}
int AddSide( idMapBrushSide* side )
{
return sides.Append( side );
}
idMapBrushSide* GetSide( int i ) const
{
return sides[i];
}
unsigned int GetGeometryCRC() const;
bool IsOriginBrush() const;
protected:
int numSides;
idList<idMapBrushSide*, TAG_IDLIB_LIST_MAP> sides;
};
class idMapPatch : public idMapPrimitive, public idSurface_Patch
{
public:
idMapPatch();
idMapPatch( int maxPatchWidth, int maxPatchHeight );
~idMapPatch() { }
static idMapPatch* Parse( idLexer& src, const idVec3& origin, bool patchDef3, int version );
bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
const char* GetMaterial() const
{
return material;
}
void SetMaterial( const char* p )
{
material = p;
}
int GetHorzSubdivisions() const
{
return horzSubdivisions;
}
int GetVertSubdivisions() const
{
return vertSubdivisions;
}
bool GetExplicitlySubdivided() const
{
return explicitSubdivisions;
}
void SetHorzSubdivisions( int n )
{
horzSubdivisions = n;
}
void SetVertSubdivisions( int n )
{
vertSubdivisions = n;
}
void SetExplicitlySubdivided( bool b )
{
explicitSubdivisions = b;
}
unsigned int GetGeometryCRC() const;
protected:
idStr material;
int horzSubdivisions;
int vertSubdivisions;
bool explicitSubdivisions;
};
ID_INLINE idMapPatch::idMapPatch()
{
type = TYPE_PATCH;
horzSubdivisions = vertSubdivisions = 0;
explicitSubdivisions = false;
width = height = 0;
maxWidth = maxHeight = 0;
expanded = false;
}
ID_INLINE idMapPatch::idMapPatch( int maxPatchWidth, int maxPatchHeight )
{
type = TYPE_PATCH;
horzSubdivisions = vertSubdivisions = 0;
explicitSubdivisions = false;
width = height = 0;
maxWidth = maxPatchWidth;
maxHeight = maxPatchHeight;
verts.SetNum( maxWidth * maxHeight );
expanded = false;
}
// RB begin
class MapPolygon
{
friend class MapPolygonMesh;
public:
MapPolygon();
MapPolygon( int numIndexes );
~MapPolygon() { }
const char* GetMaterial() const
{
return material;
}
void SetMaterial( const char* p )
{
material = p;
}
void AddIndex( int index )
{
indexes.Append( index );
}
void SetIndexes( const idTempArray<int>& _indexes )
{
indexes.Resize( _indexes.Num() );
for( unsigned int i = 0; i < _indexes.Num(); i++ )
{
indexes[i] = _indexes[i];
}
}
const idList<int>& GetIndexes() const
{
return indexes;
}
protected:
idStr material;
idList<int> indexes; // [3..n] references to vertices for each face
};
ID_INLINE MapPolygon::MapPolygon()
{
}
ID_INLINE MapPolygon::MapPolygon( int numIndexes )
{
//indexes.AssureSize( 3 );
}
class MapPolygonMesh : public idMapPrimitive
{
public:
MapPolygonMesh();
~MapPolygonMesh()
{
//verts.DeleteContents();
//polygons.DeleteContents( true );
}
void ConvertFromBrush( const idMapBrush* brush, int entityNum, int primitiveNum );
void ConvertFromPatch( const idMapPatch* patch, int entityNum, int primitiveNum );
static MapPolygonMesh* ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data, const idMat4& transform );
static MapPolygonMesh* Parse( idLexer& src, const idVec3& origin, float version = CURRENT_MAP_VERSION );
bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
static MapPolygonMesh* ParseJSON( idLexer& src );
bool WriteJSON( idFile* fp, int primitiveNum, const idVec3& origin ) const;
int GetNumVertices() const
{
return verts.Num();
}
int AddVertex( const idDrawVert& v )
{
return verts.Append( v );
}
int AddVertices( const idList<idDrawVert>& v )
{
return verts.Append( v );
}
int GetNumPolygons() const
{
return polygons.Num();
}
//int AddPolygon( MapPolygon* face )
//{
// return polygons.Append( face );
//}
const MapPolygon& GetFace( int i ) const
{
return polygons[i];
}
unsigned int GetGeometryCRC() const;
const idList<idDrawVert>& GetDrawVerts() const
{
return verts;
}
bool IsOpaque() const
{
return opaque;
}
bool IsAreaportal() const;
void GetBounds( idBounds& bounds ) const;
private:
void SetContents();
int originalType;
protected:
idList<idDrawVert> verts; // vertices can be shared between polygons
idList<MapPolygon> polygons;
// derived data after parsing
// material surface flags
int contents;
bool opaque;
};
// RB end
class idMapEntity
{
friend class idMapFile;
public:
typedef idList<idMapEntity*, TAG_IDLIB_LIST_MAP> EntityList;
typedef idList<idMapEntity*, TAG_IDLIB_LIST_MAP>& EntityListRef;
typedef idList<idMapEntity*, TAG_IDLIB_LIST_MAP>* EntityListPtr;
idDict epairs;
idVec3 originOffset{ vec3_origin };
public:
idMapEntity()
{
epairs.SetHashSize( 64 );
}
~idMapEntity()
{
primitives.DeleteContents( true );
}
// HVG check gltf scene for entities
static int GetEntities( gltfData* data, EntityListRef entities, int scene = 0 );
static idMapEntity* Parse( idLexer& src, bool worldSpawn = false, int version = CURRENT_MAP_VERSION );
bool Write( idFile* fp, int entityNum, bool valve220 ) const;
// HVG NOTE: this is not compatible with gltf (extra) json!
// RB begin
static idMapEntity* ParseJSON( idLexer& src );
bool WriteJSON( idFile* fp, int entityNum, int numEntities ) const;
// RB end
int GetNumPrimitives() const
{
return primitives.Num();
}
idMapPrimitive* GetPrimitive( int i ) const
{
return primitives[i];
}
void AddPrimitive( idMapPrimitive* p )
{
primitives.Append( p );
}
unsigned int GetGeometryCRC() const;
void RemovePrimitiveData();
protected:
void CalculateBrushOrigin();
idList<idMapPrimitive*, TAG_IDLIB_LIST_MAP> primitives;
};
class idMapFile
{
public:
idMapFile();
~idMapFile()
{
entities.DeleteContents( true );
}
// filename does not require an extension
// normally this will use a .reg file instead of a .map file if it exists,
// which is what the game and dmap want, but the editor will want to always
// load a .map file
bool Parse( const char* filename, bool ignoreRegion = false, bool osPath = false );
bool Write( const char* fileName, const char* ext, bool fromBasePath = true );
// RB begin
bool WriteJSON( const char* fileName, const char* ext, bool fromBasePath = true );
bool ConvertToPolygonMeshFormat();
bool ConvertToValve220Format( bool recalcPlanePoints );
void ClassifyEntitiesForTrenchBroom( idDict& classTypeOverview );
// converts Wad texture names to valid Doom 3 materials and gives every entity a unique name
bool ConvertQuakeToDoom();
void FixDuplicatedNamesInGroupInstances();
// RB end
// get the number of entities in the map
int GetNumEntities() const
{
return entities.Num();
}
// get the specified entity
idMapEntity* GetEntity( int i ) const
{
return entities[i];
}
// get the name without file extension
const char* GetName() const
{
return name;
}
// get the file time
ID_TIME_T GetFileTime() const
{
return fileTime;
}
// get CRC for the map geometry
// texture coordinates and entity key/value pairs are not taken into account
unsigned int GetGeometryCRC() const
{
return geometryCRC;
}
// returns true if the file on disk changed
bool NeedsReload();
int AddEntity( idMapEntity* mapentity );
idMapEntity* FindEntity( const char* name ) const;
idMapEntity* FindEntityAtOrigin( const idVec3& org ) const; // RB
void RemoveEntity( idMapEntity* mapEnt );
void RemoveEntities( const char* classname );
void RemoveAllEntities();
void RemovePrimitiveData();
bool HasPrimitiveData()
{
return hasPrimitiveData;
}
static void AddMaterialToCollection( const char* material, idStrList& textureCollections );
static void WadTextureToMaterial( const char* material, idStr& matName );
protected:
int version;
ID_TIME_T fileTime;
unsigned int geometryCRC;
idMapEntity::EntityList entities;
idStr name;
bool hasPrimitiveData;
bool valve220Format; // RB: for TrenchBroom support
private:
void SetGeometryCRC();
const char* GetUniqueEntityName( const char* classname ) const; // RB
};
ID_INLINE idMapFile::idMapFile()
{
version = CURRENT_MAP_VERSION;
fileTime = 0;
geometryCRC = 0;
entities.Resize( 1024, 256 );
hasPrimitiveData = false;
valve220Format = false;
}
#endif /* !__MAPFILE_H__ */