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Move the properties docs into properties.h
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2 changed files with 118 additions and 37 deletions
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@ -37,13 +37,131 @@
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struct plitem_s;
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/** Parse a float from a string.
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\param str The string holding the float.
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\return The floating point value parsed from the string.
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\bug No error checking is performed.
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*/
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float parse_float (const char *str);
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/** Parse an RGB color vector from a string.
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The RGB values are normalized such that the magnitude of the largest
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component is 1.0. The signs of all components are preserved.
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\param str The string holding the RGB color vector.
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\param color The destination vector into which the RGB values will
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be written.
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\note If any error occurs while parsing the RGB values, the
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resulting color will be white ([1.0 1.0 1.0])
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*/
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void parse_color (const char *str, vec3_t color);
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/** Parse a light intensity/color specification.
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There are three possible specification formats:
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\arg HalfLife "R G B i" where R G & B are 0-255 and i is the same as
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for normal id lights. The RGB values will be scaled by
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1/255 such that 255 becomes 1.0.
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\arg RGB "R B B" where R G & B are left as-is and the intensity
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is set to 1.0.
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\arg id Standard quake single value light intensity. The color
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is set to white ([1.0 1.0 1.0]).
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\param str The string holding the light specification.
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\param color The destination vector into which the RGB values will
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be written.
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\return The intensity of the light.
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\note If any error occurs while parsing the specification, the
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resulting color will be while ([1.0 1.0 1.0]) and the
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intensity will be ::DEFAULTLIGHTLEVEL.
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*/
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float parse_light (const char *str, vec3_t color);
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/** Parse the light attenuation style from a string.
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Valid attenuations:
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\arg \c linear id style. The light level falls off linearly from
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"light" at 0 to 0 at distance "light".
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\arg \c radius Similar to linear, but the cut-off distance is at
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"radius"
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\arg \c inverse 1/r attenuation
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\arg \c realistic 1/(r*r) (inverse-square) attenuation
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\arg \c none No attenuation. The level is always "light".
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\arg \c havoc Like realistic, but with a cut-off (FIXME, math?)
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\param arg The string holding the attenuation style.
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\return The parsed attenuation style value, or -1 if ivalid.
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*/
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int parse_attenuation (const char *arg);
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/** Parse the light's noise type from a string.
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Valid noise types:
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\arg \c random completely random noise (default)
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\arg \c smooth low res noise with interpolation
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\arg \c perlin combines several noise frequencies (Perlin noise).
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\return The parsed noise type value, or -1 if ivalid.
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*/
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int parse_noise (const char *arg);
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/** Set the light entity's lighting values based on its fields and the loaded
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lighting properties database.
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The database is loaded via LoadProperties().
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If the entity has a key named "_light_name", then the value will be used
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to select a set of default properties from the database.
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Should that fail (either no "_light_name" key, or no properties with the
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given name), then the entity's classname is used.
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Should that fail, the set of properties named "default" will be used.
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If no set of properties can be found in the database, then the database
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will be ignored.
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Supported properties:
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\arg \c light/_light see \ref parse_light
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\arg \c style light style: 0-254
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\arg \c angle spotlight con angle in degress. defaults to 20
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\arg \c wait light "falloff". defaults to 1.0
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\arg \c _lightradius size of light. interacts with falloff for
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distance clipping (?). defaults to 0
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\arg \c color/_color see \ref parse_color
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\arg \c _attenuation see \ref parse_attenuation
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\arg \c _radius the range of the light.
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\arg \c _noise noise intensity (?)
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\arg \c _noisetype see \ref parse_noise
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\arg \c _persistence noise parameter
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\arg \c _resolution noise parameter
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\param ent The entity for which to set the lighting values.
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\param dict A dictionary property list item representing the fields
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of the entity. Values specified in \a dict will override
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those specified in the database.
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*/
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void set_properties (entity_t *ent, struct plitem_s *dict);
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/** Load the lighting properties database from the specified file.
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The lighting properties database is a \ref property-list. The property
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list must be a dictionary of dictionaries. The outer dictionary is keyed
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by the light entity's _light_name field or classname field (_light_name
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overrides classname so lights of the same class can have different
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properties). If a "default" key is provided, that will be used as default
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settings for all lights that don't find an entry via _light_name or
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classname.
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The inner dictionary is keyed by the fields of the entity
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(see \ref set_properties), and all values must be strings.
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\param filename The path to the lighting properties database.
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*/
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void LoadProperties (const char *filename);
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//@}
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@ -1,37 +0,0 @@
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light/_light *
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halflife: "r g b i", r/g/b 0-255, i is id "light"
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rgb: "r g b"
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id: "intensity"
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style *
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light style: 0-254
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angle *
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spotlight cone angle in degrees. defaults to 20
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wait
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light "falloff". defaults to 1.0
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_lightradius
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size of light. interacts with falloff for distance clipping (?)
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defaults to 0
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color/_color
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"r g b", r/g/b 0-1.0
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_attenuation
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attenuation style:
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linear id style. level falls off linearly from "light" at 0 to
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0 at distance "light".
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radius similar to linear, but the cutoff distance is at "radius"
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inverse 1/r attenuation
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realistic 1/(r*r) (inverse-square) attenuation
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none no attenuation, level is always "light"
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havoc like realistic, but with a cutoff.
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_radius
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the range of the light.
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_noise
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noise intensity (?)
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_noisetype
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noise type:
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random
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smooth
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perlin
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_persistence
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noise parameter
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_resolution
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noise parameter
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