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https://git.code.sf.net/p/quake/quakeforge
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847b3199d3
It turns out BSP textures are animated at only five frames per second.
881 lines
30 KiB
C
881 lines
30 KiB
C
/*
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bspfile.h
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BSP (Binary Space Partitioning) file definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_bspfile_h
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#define __QF_bspfile_h
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#include "QF/qtypes.h"
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#include "QF/quakeio.h"
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/** \defgroup formats_bsp BSP Files
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BSP files are used for quake's maps and some pick-up items (health and
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ammo boxes in particular). The maps can be quite complicated, usually with
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many sub-models, while the pick-up items are usually simple boxes.
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QuakeForge supports two formats for BSP files "BSP 29", (the original
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format, with many 16-bit fields), and "BSP 2", all fields 32 bits. Both
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formats are little-endian.
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BSP files use a right-handed coordinate system with +Z up but clockwise
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winding for face normals.
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The tools used to create a bsp file include qfbsp, qfvis and qflight (or
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similar tools from other projects).
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*/
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/** \defgroup bsp_limits BSP File limits
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\ingroup formats_bsp
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Other than MAX_MAP_HULLS, these apply only to BSP 29 files as the fields
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holding the values are all 16 bits.
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*/
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///@{
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#define MAX_MAP_HULLS 4 ///< fixed length array
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#define MAX_MAP_PLANES 32767
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/** \name nodes and leafs (sic)
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negative shorts are contents but contents "max" is -15, so -32768 to -17
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are available
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*/
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///@{
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#define MAX_MAP_NODES 65520
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#define MAX_MAP_CLIPNODES 65520
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#define MAX_MAP_LEAFS 65520
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///@}
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#define MAX_MAP_VERTS 65535
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#define MAX_MAP_FACES 65535
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#define MAX_MAP_MARKSURFACES 65535
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#define MAP_PVS_BYTES (MAX_MAP_LEAFS / 8)
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///@}
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/** \defgroup bsp_lumps BSP File lumps
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\ingroup formats_bsp
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All data in a BSP file is separated into lumps. The lump structure gives
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the file relative offset of the beginning of the data lump, and the size
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of the lump in bytes.
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*/
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///@{
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/** Individual data lump descriptor.
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*/
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typedef struct lump_s {
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uint32_t fileofs; ///< File relative offset in bytes
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uint32_t filelen; ///< Size of lump in bytes
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} lump_t;
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#define LUMP_ENTITIES 0 ///< \ref bsp_entities
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#define LUMP_PLANES 1 ///< \ref bsp_planes
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#define LUMP_TEXTURES 2 ///< \ref bsp_textures
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#define LUMP_VERTEXES 3 ///< \ref bsp_vertices
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#define LUMP_VISIBILITY 4 ///< \ref bsp_visibility
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#define LUMP_NODES 5 ///< \ref bsp_nodes
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#define LUMP_TEXINFO 6 ///< \ref bsp_texinfo
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#define LUMP_FACES 7 ///< \ref bsp_face
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#define LUMP_LIGHTING 8 ///< \ref bsp_lighting
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#define LUMP_CLIPNODES 9 ///< \ref bsp_clipnodes
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#define LUMP_LEAFS 10 ///< \ref bsp_leafs
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#define LUMP_MARKSURFACES 11 ///< \ref bsp_marksurfaces
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#define LUMP_EDGES 12 ///< \ref bsp_edges
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#define LUMP_SURFEDGES 13 ///< \ref bsp_surfedges
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#define LUMP_MODELS 14 ///< \ref bsp_model
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#define HEADER_LUMPS 15 ///< Number of lumps
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///@}
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/** \defgroup bsp_header BSP File header
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\ingroup formats_bsp
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*/
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///@{
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/** Holdes version and lump offset information.
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Always at offset 0 of the BSP file.
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*/
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typedef struct dheader_s {
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uint32_t version; ///< little-endian or 4-char string
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lump_t lumps[HEADER_LUMPS];///< Identical between BSP 2 and BSP 29
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} dheader_t;
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#define BSPVERSION 29 ///< little-endian uint32_t
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#define BSP2VERSION "BSP2" ///< 4-char unterminated string
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#define Q2BSPVERSION 38 ///< Not supported
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#define TOOLVERSION 2 ///< Not used
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///@}
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/** \defgroup bsp_model BSP File sub-model
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\ingroup formats_bsp
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The sub-model lump is an array of sub-model descriptors. Every BSP file
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has at least one sub-model, with sub-model index 0 being the main model.
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*/
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///@{
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typedef struct dmodel_s {
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/// \name Bounding box for the model
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///@{
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float mins[3]; ///< minimum X, Y, Z
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float maxs[3]; ///< maximum X, Y, Z
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///@}
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float origin[3]; ///< unclear
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/// Index of the first node for each hull. The first headnode index
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/// is for the draw nodes (\ref bsp_nodes), while subsequent headnodes
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/// are for the clipnodes (\ref bsp_clipnodes).
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/// The engine builds a clip node tree for headnods[0] from the draw
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/// nodes at load time.
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uint32_t headnode[MAX_MAP_HULLS];
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/// The number of visible leafs in the model.
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/// \note Does *not* include leaf 0 (the infinite solid leaf in most maps)
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uint32_t visleafs;
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/// \name Visible faces
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/// A sub-model's visible faces are all in one contiguous block.
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///@{
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uint32_t firstface; ///< Index of first visible face in model
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uint32_t numfaces; ///< Number of visible faces in model
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///@}
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} dmodel_t;
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///@}
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/** \defgroup bsp_textures BSP File texture data
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\ingroup formats_bsp
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The texture data in a BSP file forms a sub-file with its own structure.
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*/
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///@{
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/** Header for the textures lump.
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The size is variable as there is one dataofs element for each miptex
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block.
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*/
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typedef struct dmiptexlump_s {
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/// Number of miptex blocks in the textures lump.
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uint32_t nummiptex;
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/// Offsets are relative to the beginning of the dmiptexlump_t structure
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/// (ie, the textures lump). One for each miptex block. \ref miptex_s
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uint32_t dataofs[4];
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} dmiptexlump_t;
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#define MIPTEXNAME 16 ///< Names have a max length of 15 chars
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#define MIPLEVELS 4 ///< Number of mip levels in all miptex
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/** Header for individual mip-mapped texture.
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The beginning of the name of the texture specifies some of the texture's
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properties:
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- sky The texture is used for the dual-layer skies. Expected
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to be 256x128. Sky face get special treatment by the
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renderer.
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- * "Water" face. Texture-warped by the renderer. Usually
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unlit (ie, always full-bright).
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- + Member of an animation group. The second character of
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the texture's name determines to which animation sequence
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the texture belongs and the texture's position in that
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sequence. The rest of the name specifies the group name.
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\ref bsp_texture_animation
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The texture may be rectangular, but the size must be a multiple of 16
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pixels in both directions.
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*/
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typedef struct miptex_s {
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char name[MIPTEXNAME]; ///< Texture name. Nul-terminated.
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uint32_t width; ///< Width of the full-size texture
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uint32_t height; ///< Height of the full-size texture
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/// Offsets are relative to the beginning of the individual miptex block.
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uint32_t offsets[MIPLEVELS];
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} miptex_t;
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///@}
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/** \defgroup bsp_vertices BSP File vertex lump
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\ingroup formats_bsp
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Array of unique vertices.
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Vertices are shared between edges and faces.
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*/
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///@{
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typedef struct dvertex_s {
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float point[3]; ///< X, Y, Z
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} dvertex_t;
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///@}
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/** \defgroup bsp_planes BSP File plane lump
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\ingroup formats_bsp
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Array of unique planes.
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Planes are shared between nodes and faces.
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*/
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///@{
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typedef struct dplane_s {
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float normal[3]; ///< Plane normal
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float dist; ///< Distance of the plane from the origin
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int32_t type; ///< \ref bsp_plane_definition
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} dplane_t;
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///@}
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/** \defgroup bsp_plane_definition Plane definitions
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\ingroup bsp_planes
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Planes are always canonical in that thier normals always point along
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a positive axis for axial planes ((1, 0, 0), (0, 1, 0), or (0, 0, 1)),
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or the largest component is positive.
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*/
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///@{
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/// \name Axial planes
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///@{
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#define PLANE_X 0 ///< Plane normal points along +X axis
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#define PLANE_Y 1 ///< Plane normal points along +Y axis
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#define PLANE_Z 2 ///< Plane normal points along +Z axis
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///@}
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/// \name Non-axial planes. Specifies the closest axis.
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///@{
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#define PLANE_ANYX 3 ///< Plane normal close to +X
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#define PLANE_ANYY 4 ///< Plane normal close to +Y
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#define PLANE_ANYZ 5 ///< Plane normal close to +Z
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///@}
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///@}
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/** \defgroup bsp_nodes BSP nodes lump
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\ingroup formats_bsp
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These nodes form the visible BSP. While not all nodes will have faces,
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most (or at least many) will, as the nodes are used for depth-sorting the
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faces while traversing the BSP tree using front-depth-first-in-order
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traversal.
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They can also be used for collision detection as the leaf nodes indicate
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the contents of the volume. The engine takes advantage of this to
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construct hull 0 (disk space was still very precious in 1996)
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*/
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///@{
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/** Spit a convex region of space into two convex regions.
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The node's plane divides the space into a front side and a back side,
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where a point is in front of the plane if its dot product with the plane
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normal is positive or 0, and ond behind (in back of) the plane if the
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dot product is negative.
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*/
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typedef struct dnode_s { //BSP2 version (bsp 29 version is in bspfile.c)
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uint32_t planenum; ///< Index of plane defining this node
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/// Indices of the child nodes on the front [0] and back [1] side of this
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/// node. Negative indicies indicate leaf nodes, where the leaf index is
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/// -(child + 1) (or child is -(leaf + 1)).
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int32_t children[2];
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/// \name Node bounding box
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///@{
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float mins[3]; ///< minimum X, Y, Z
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float maxs[3]; ///< maximum X, Y, Z
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///@}
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/// \name Node plane faces
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/// List of \ref bsp_face faces on the node's plane. Used for
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/// depth-sorting the faces while traversing the visible BSP tree.
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///@{
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uint32_t firstface; ///< index of first face on nonde plane
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uint32_t numfaces; ///< numer of faces on node plane (both sides)
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///@}
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} dnode_t;
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///@}
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/** \defgroup bsp_clipnodes BSP clipping nodes lump
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\ingroup formats_bsp
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Compact BSP tree for collision detection.
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*/
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///@{
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typedef struct dclipnode_s { //BSP2 version (bsp 29 version is in bspfile.c)
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uint32_t planenum; ///< Index of plane defining this node
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/// Indices of the child nodes on the front [0] and back [1] side of this
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/// node. Negative indicies indicate leaf contents.
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/// \ref bsp_leaf_contents
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int32_t children[2];
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} dclipnode_t;
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///@}
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/** \defgroup bsp_texinfo BSP texture information lump
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\ingroup formats_bsp
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Texture mapping information for visible faces. An individual texinfo may
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be shared by many faces.
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*/
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///@{
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typedef struct texinfo_s {
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/// The texture plane basis vectors, with the \a s basis vector in index
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/// 0 and the \a t basis vector in index 1.
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/// For each index, the first three elements are the X, Y, Z components
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/// of the basis vector, and the fourth component is the offset. Can be
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/// viewed as a 2 row x 4 column matrix (\a M) that is multiplied by
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/// a homogeneos vector (\a v) for a face vertex to determine that
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/// vertex's UV coordinates (ie, \a M \a v)
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float vecs[2][4];
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/// Index of the miptex block in the texture data lump
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/// (\ref bsp_textures). If the referenced miptex is a member of
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/// an animation group, then the entire group is used by this texinfo.
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uint32_t miptex;
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uint32_t flags; ///< \ref bsp_texinfo_flags
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} texinfo_t;
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///@}
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/** \defgroup bsp_texinfo_flags BSP texture information flags
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\ingroup bsp_texinfo
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*/
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///@{
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#define TEX_SPECIAL 1 ///< sky or slime, no lightmap, 256 subdivision
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#define TEX_MISSING 2 ///< this texinfo does not have a texture (N/U)
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///@}
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/** \defgroup bsp_edges BSP edges lump
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\ingroup formats_bsp
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\note Edge 0 is never used as negative edge indices are indicate
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counterclockwise use of the edge in a face.
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*/
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///@{
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typedef struct dedge_s { //BSP2 version (bsp 29 version is in bspfile.c)
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uint32_t v[2]; ///< vertex indices in winding order
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} dedge_t;
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///@}
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/** \defgroup bsp_face BSP visible faces
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\ingroup formats_bsp
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*/
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///@{
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typedef struct dface_s { //BSP2 version (bsp 29 version is in bspfile.c)
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uint32_t planenum; ///< Index of the plane containing this face
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/// Indicates the side of the plane considered to be the front for this
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/// face. 0 indicates the postive normal side, 1 indicates the negative
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/// normal side (ie, the face is on the back side of the plane).
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int32_t side;
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/// \name List of edge indices in clockwise order
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/// \ref bsp_surfedges
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/// Negative edge indices indicate that the edge is being used in its
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/// reverse direction (ie, \a v[1] to \a v[0] instead of \a v[0] to
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/// \a v[1]).
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/// \note This is a double-indirection.
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///@{
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uint32_t firstedge; ///< Index of first edge index
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uint32_t numedges; ///< Number of edge indices
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///@}
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/// Index of texinfo block describing texture mapping and miptex reference
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/// for this face.
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uint32_t texinfo;
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/// \name lighting info
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///@{
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#define MAXLIGHTMAPS 4
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/// List of lighting styles affecting the lightmaps affecting this face.
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/// 255 indicates both no style thus no lightmap and the end of the list.
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byte styles[MAXLIGHTMAPS];
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/// Offset into the lighting data (ref bsp_lighting) of the first lightmap
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/// affecting this face. The number of lightmaps affecting this face is
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/// inferred from the \a styles array. The size of each lightmap is
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/// determined from the texture extents of the face as (E / 16 + 1)
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/// (integer division). Thus the total lightmap data for this face is
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/// given by (nummaps * (Es / 16 + 1) * (Et / 16 + 1)) bytes.
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/// The lightmap data is 8-bit, ranging from 0 to 255.
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///
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/// -1 indicates no lightmap data.
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uint32_t lightofs;
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///@}
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} dface_t;
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///@}
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/** \defgroup bsp_leafs BSP leafs lump
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\ingroup formats_bsp
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leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
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all other leafs need visibility info
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*/
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///@{
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/** A convex volume of space delimited by the surrounding node planes.
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With the exception of the generic solid leaf at index 0, *ALL* leafs are
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convex polyhedra. However, they will generally not be manifold as
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otherwise it would not be possible to see into or out of a leaf, nor for
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an entity to pass in or out of one.
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*/
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typedef struct dleaf_s { //BSP2 version (bsp 29 version is in bspfile.c)
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/// The contents of the leaf. \ref bsp_leaf_contents
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int32_t contents;
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/// Offset into the \ref bsp_visibility data block for this leaf's
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/// visibility data. -1 if the leaf has no visibility data.
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int32_t visofs;
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/// \name Bounding box for frustum culling
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///@{
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float mins[3]; ///< minimum X, Y, Z
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float maxs[3]; ///< maximum X, Y, Z
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///@}
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/// \name Visible faces of the leaf
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/// List of face indices that form the visible faces of the leaf.
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/// \note This is a double-indirection.
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///@{
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uint32_t firstmarksurface; ///< index of first visible face index
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uint32_t nummarksurfaces; ///< number of indices
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///@}
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#define NUM_AMBIENTS 4
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/// automatic ambient sounds \ref bsp_leaf_ambient
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byte ambient_level[NUM_AMBIENTS];
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} dleaf_t;
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///@}
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/** \defgroup bsp_leaf_contents BSP leaf contents
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\ingroup bsp_leafs
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*/
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///@{
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#define CONTENTS_EMPTY -1 ///< Open, transparent, passable space
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#define CONTENTS_SOLID -2 ///< Solid, opaque, impassible space
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#define CONTENTS_WATER -3 ///< Buoyant, translucent, passable space
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#define CONTENTS_SLIME -4 ///< Like water, but toxic
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#define CONTENTS_LAVA -5 ///< Like water, but hot
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#define CONTENTS_SKY -6 ///< FIXME sky, but...
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#define CONTENTS_ORIGIN -7 ///< removed at csg time
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#define CONTENTS_CLIP -8 ///< changed to CONTENTS_SOLID
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#define CONTENTS_CURRENT_0 -9 ///< changed to CONTENTS_WATER
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#define CONTENTS_CURRENT_90 -10 ///< changed to CONTENTS_WATER
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#define CONTENTS_CURRENT_180 -11 ///< changed to CONTENTS_WATER
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#define CONTENTS_CURRENT_270 -12 ///< changed to CONTENTS_WATER
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#define CONTENTS_CURRENT_UP -13 ///< changed to CONTENTS_WATER
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#define CONTENTS_CURRENT_DOWN -14 ///< changed to CONTENTS_WATER
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///@}
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/** \defgroup bsp_leaf_ambient BSP leaf ambient sounds
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\ingroup bsp_leafs
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*/
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///@{
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#define AMBIENT_WATER 0
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#define AMBIENT_SKY 1
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#define AMBIENT_SLIME 2
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#define AMBIENT_LAVA 3
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///@}
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/** \defgroup bsp_entities Entity data string
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\ingroup formats_bsp
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Single string containing all the entity dictionaries (edicts).
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The format is extremely simple in that is is a series of blocks delimited
|
|
by { and }. Blocks cannot be nested. A { after a { but before a } will be
|
|
treated as either a key or a value. A } after a } but before a { is not
|
|
valid. { must be the first non-whitespace character in the string. } must
|
|
be the last non-whitespace character in the string if there is a {.
|
|
|
|
The contents of a block consist of a series of key-value strinng pairs.
|
|
Unless the string contains spaces or punctuaiont (one of "{}()':") double
|
|
quote (") around the string are optional. Keys and values are separated
|
|
by whitespace (optional if quotes are used) but must be on the same line,
|
|
but it is best to use a space. Key-value pairs may be on separate lines
|
|
(prefered for readability).
|
|
|
|
Key strings are Quake-C entity field names. Value strings are interpreted
|
|
based on the type of the field.
|
|
|
|
Below is a sample edict
|
|
|
|
\verbatim
|
|
{
|
|
"origin" "-2528 -384 512"
|
|
"angle" "270"
|
|
"classname" "info_player_start"
|
|
}
|
|
\endverbatim
|
|
|
|
As an extention, QuakeForge supports \ref property-list entity string data
|
|
if the first non-whitespace character is a (. QuakeForge progs can register
|
|
a custom parser for the resulting property list, but the default parser
|
|
supports only a single array of dictionaries containing only simple
|
|
key-value string pairs.
|
|
*/
|
|
|
|
/** \defgroup bsp_lighting Lighting data
|
|
\ingroup formats_bsp
|
|
|
|
Pre-computed lightmap data. Each byte represents a single lightmap
|
|
pixel, thus a lightmap is luminance with values ranging from 0 for
|
|
full-dark to 255 for full-bright. The pixels for each lightmap (up
|
|
to four) for each visible face form a linear stream.
|
|
|
|
Computed using tools such as qflight.
|
|
*/
|
|
|
|
/** \defgroup bsp_marksurfaces BSP Leaf faces
|
|
\ingroup formats_bsp
|
|
|
|
Array of face indices representing the faces on the leafs. The face
|
|
indices are grouped by leaf. Because whether a face gets split depends
|
|
on how the nodes split space, a face may be shared by multiple leafs.
|
|
FIXME needs confirmation, but maps with more leaf face indices than
|
|
faces in the face array have observed.
|
|
*/
|
|
|
|
/** \defgroup bsp_surfedges BSP face edges
|
|
\ingroup formats_bsp
|
|
|
|
Array of edge indices specifying the edges used in face polyons.
|
|
|
|
The edges are grouped by face polygon, and are listed in clockwise order
|
|
from that face's perspective (when looking at the face from that face's
|
|
front side).
|
|
|
|
As actual edges are reused and thus shared by faces, negative edge
|
|
indices indicate that the edge is to be reversed. That is, instead of
|
|
going from \a v[0] to \a v[1] for edges referenced by positive indices,
|
|
go from \a v[1] to \a v[0] for edges referenced by negative indices.
|
|
\ref bsp_edges
|
|
*/
|
|
|
|
/** \defgroup bsp_visibility BSP visibility data
|
|
\ingroup formats_bsp
|
|
|
|
The primary culling data in a Quake BSP. Conceptually, it is just an
|
|
array of bit-sets representing the leafs visible from each leaf.
|
|
However, leaf 0 is not represented in the data at all: there is now row
|
|
for leaf 0 (first row is for leaf 1's visible leafs), and the first bit
|
|
in each row represents leaf 1.
|
|
|
|
As well, the data within a row is compressed: runs of 0-bytes
|
|
(representing eight non-visible leafs) are represented as a 0 followed
|
|
by a single count byte. For example, a run of eight 0-bytes will appear
|
|
as 0x00 0x08, and a single 0 byte will appear as 0x00 0x01.
|
|
|
|
Computed using tools such as \a qfvis.
|
|
*/
|
|
|
|
/** \defgroup bsp_texture_animation BSP Texture Animation
|
|
\ingroup formats_bsp
|
|
|
|
Textures in BSP files can be animated. Animated textures are those
|
|
with miptex names in a special format:
|
|
|
|
\verbatim
|
|
+Sname
|
|
\endverbatim
|
|
|
|
That is, the miptex name starts with a +, followed by a single sequence
|
|
id character (0-9 or A-J (or a-j, case-insensitive)) then the name of the
|
|
animation group is formed by the remaining characters. Thus an animation
|
|
group can have one or two sequences with one to ten frames per sequence.
|
|
The two sequences are the main sequence (0-9) and the alternate sequence
|
|
(A-J). Gaps in a sequence are not allowed: there must always be a +0 or +A
|
|
miptex in the sequence, and there must be a texture for every digit or
|
|
letter up to the highest used. However, the miptex blocks can be in any
|
|
order within the textures block: the engine searches for them and sorts
|
|
them.
|
|
|
|
Single-frame sequences are useful for simple static texture switchinng
|
|
based on game state (entity frame: 0 for main, non-zero for alternate).
|
|
Multi-frame sequences are played back at five frames per second.
|
|
|
|
For example, the folowing sets up an animitation with a 4-frame main
|
|
sequence and a 2-frame alternate sequence. Perhaps a roaring fire in
|
|
the main sequence and glowing coals in the alternate.
|
|
|
|
\verbatim
|
|
+0fire // main sequence
|
|
+1fire // main sequence
|
|
+2fire // main sequence
|
|
+3fire // main sequence
|
|
+Afire // alternate sequence
|
|
+Bfire // alternate sequence
|
|
\endverbatim
|
|
*/
|
|
|
|
/** \defgroup bspfile BSP file manipulation
|
|
\ingroup utils
|
|
*/
|
|
///@{
|
|
/** Memory representation of the BSP file.
|
|
All data is in native endian format.
|
|
*/
|
|
typedef struct bsp_s {
|
|
int own_header; ///< \a header is owned by the structure
|
|
dheader_t *header; ///< the bsp header block
|
|
|
|
int own_models; ///< \a models is owned by the structure
|
|
size_t nummodels; ///< number of models
|
|
dmodel_t *models; ///< Array of sub-models
|
|
|
|
int own_visdata; ///< \a visdata is owned by the structure
|
|
size_t visdatasize; ///< number of bytes in visdata
|
|
byte *visdata; ///< \ref bsp_visibility
|
|
|
|
int own_lightdata; ///< \a lightdata is owned by the structure
|
|
size_t lightdatasize; ///< number of bytes in lightdata
|
|
byte *lightdata; ///< \ref bsp_lighting
|
|
|
|
int own_texdata; ///< \a texdata is owned by the structure
|
|
size_t texdatasize; ///< number of bytes in texture data
|
|
byte *texdata; ///< \ref bsp_textures
|
|
|
|
int own_entdata; ///< \a entdata is owned by the structure
|
|
size_t entdatasize; ///< number of bytes in entdata string
|
|
char *entdata; ///< \ref bsp_entities
|
|
|
|
int own_leafs; ///< \a leafs is owned by the structure
|
|
size_t numleafs; ///< number of leafs
|
|
dleaf_t *leafs; ///< array of leafs
|
|
|
|
int own_planes; ///< \a planes is owned by the structure
|
|
size_t numplanes; ///< number of planes
|
|
dplane_t *planes; ///< array of planes
|
|
|
|
int own_vertexes; ///< \a vertexes is owned by the structure
|
|
size_t numvertexes; ///< number of vertices
|
|
dvertex_t *vertexes; ///< array of vertices
|
|
|
|
int own_nodes; ///< \a nodes is owned by the structure
|
|
size_t numnodes; ///< number of nodes
|
|
dnode_t *nodes; ///< array of nodes
|
|
|
|
int own_texinfo; ///< \a texinfo is owned by the structure
|
|
size_t numtexinfo; ///< number of texinfo blocks
|
|
texinfo_t *texinfo; ///< array of texinfo blocks
|
|
|
|
int own_faces; ///< \a faces is owned by the structure
|
|
size_t numfaces; ///< number of faces
|
|
dface_t *faces; ///< array of faces
|
|
|
|
int own_clipnodes; ///< \a clipnodes is owned by the structure
|
|
size_t numclipnodes; ///< number of clipnodes
|
|
dclipnode_t *clipnodes; ///< array of clipnodes
|
|
|
|
int own_edges; ///< \a edges is owned by the structure
|
|
size_t numedges; ///< number of edges
|
|
dedge_t *edges; ///< array of edges
|
|
|
|
int own_marksurfaces;///< \a marksurfaces is owned by the structure
|
|
size_t nummarksurfaces; ///< number of marksurface indices
|
|
uint32_t *marksurfaces; ///< array of marksurfaces indices
|
|
|
|
int own_surfedges; ///< \a surfedge is owned by the structure
|
|
size_t numsurfedges; ///< number of surfedge indices
|
|
int32_t *surfedges; ///< array of surfedge indices
|
|
} bsp_t;
|
|
|
|
/** Create a bsp structure from a memory buffer.
|
|
The returned structure will be setup to point into the supplied buffer.
|
|
All structures within the bsp will be byte-swapped. For this reason, if
|
|
a callback is provided, the callback be called after byteswapping the
|
|
header, but before byteswapping any data in the lumps.
|
|
|
|
\param mem The buffer holding the bsp data.
|
|
\param size The size of the buffer. This is used for sanity checking.
|
|
\param cb Pointer to the callback function.
|
|
\param cbdata Pointer to extra data for the callback.
|
|
\return Initialized bsp structure.
|
|
|
|
\note The caller maintains ownership of the memory buffer. BSP_Free will
|
|
free only the bsp structure itself. However, if the caller wishes to
|
|
relinquish ownership of the buffer, set bsp_t::own_header to true.
|
|
*/
|
|
bsp_t *LoadBSPMem (void *mem, size_t size, void (*cb) (const bsp_t *, void *),
|
|
void *cbdata);
|
|
/** Load a bsp file into memory.
|
|
The return structre is set up the same as for LoadBSPMem, with the
|
|
exception that the BSP data memory is owned by the structure and will be
|
|
freed by BSP_Free.
|
|
|
|
\param file The open file from which to read the BSP data.
|
|
\param size The number of bytes to read. The BSP data may be a section
|
|
in a larger file (eg, in a pak file).
|
|
\return Initialized bsp structure.
|
|
*/
|
|
bsp_t *LoadBSPFile (QFile *file, size_t size);
|
|
/** Write the bsp data to the given file.
|
|
Does any necessary byte-swapping to ensure the written data is in
|
|
little-endian format. Automatically selects BSP-2 or BSP-29 based on the
|
|
data: if any value is too large for BSP-29, BSP-2 will be written,
|
|
otherwise BSP-29 will be written.
|
|
|
|
\param bsp The bsp data to be written to the given file.
|
|
\param file The file to which the data will be written.
|
|
|
|
\note \a file is *not* closes. It is the caller's responsibility to close
|
|
\a file.
|
|
*/
|
|
void WriteBSPFile (const bsp_t *bsp, QFile *file);
|
|
|
|
/** Create a fresh BSP struct ready to be populated with data.
|
|
Initially, none of the data pointers (which start as null) are owned by
|
|
the bsp, but as data is added using the Add functions, the pointers will
|
|
become owned.
|
|
|
|
\return Pointer to a blank-slate BSP strucutre.
|
|
|
|
\note Mixing use of an Add function with a private pointer for the
|
|
same data will result in undefined behavior.
|
|
*/
|
|
bsp_t *BSP_New (void);
|
|
|
|
/** Free the BSP data.
|
|
|
|
Only memory blocks owned by the BSP structure (and the structure itselve)
|
|
will be freed.
|
|
|
|
\param bsp Pointer to the BSP structure to be freed.
|
|
*/
|
|
void BSP_Free (bsp_t *bsp);
|
|
|
|
/** Add a single plane to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param plane Pointer to the single plane to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddPlane (bsp_t *bsp, const dplane_t *plane);
|
|
|
|
/** Add a single leaf to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param leaf Pointer to the single leaf to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddLeaf (bsp_t *bsp, const dleaf_t *leaf);
|
|
|
|
/** Add a single vertex to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param vertex Pointer to the single vertex to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddVertex (bsp_t *bsp, const dvertex_t *vertex);
|
|
|
|
/** Add a single node to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param node Pointer to the single node to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddNode (bsp_t *bsp, const dnode_t *node);
|
|
|
|
/** Add a single texinfo to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param texinfo Pointer to the single texinfo to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddTexinfo (bsp_t *bsp, const texinfo_t *texinfo);
|
|
|
|
/** Add a single face to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param face Pointer to the single face to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddFace (bsp_t *bsp, const dface_t *face);
|
|
|
|
/** Add a single clipnode to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param clipnode Pointer to the single clipnode to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddClipnode (bsp_t *bsp, const dclipnode_t *clipnode);
|
|
|
|
/** Add a single marksurface to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param marksurface The single marksurface to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddMarkSurface (bsp_t *bsp, int marksurface);
|
|
|
|
/** Add a single surfedge to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param surfedge Pointer to the single surfedge to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddSurfEdge (bsp_t *bsp, int surfedge);
|
|
|
|
/** Add a single edge to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param edge Pointer to the single edge to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddEdge (bsp_t *bsp, const dedge_t *edge);
|
|
|
|
/** Add a single model to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param model Pointer to the single model to be added to the BSP
|
|
structure.
|
|
*/
|
|
void BSP_AddModel (bsp_t *bsp, const dmodel_t *model);
|
|
|
|
/** Add lighmap data to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param lightdata Pointer to the lightmap data to be added to the BSP
|
|
structure. ref bsp_lighting
|
|
\param lightdatasize The number of bytes in the lightmap data
|
|
|
|
\note Call only once!
|
|
*/
|
|
void BSP_AddLighting (bsp_t *bsp, const byte *lightdata, size_t lightdatasize);
|
|
|
|
/** Add visibilityd data to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param visdata Pointer to the visibility data to be added to the BSP
|
|
structure. \ref bsp_visibility
|
|
\param visdatasize The number of bytes in the visibility data
|
|
|
|
\note Call only once!
|
|
*/
|
|
void BSP_AddVisibility (bsp_t *bsp, const byte *visdata, size_t visdatasize);
|
|
|
|
/** Add an entity data string to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param entdata Pointer to the entity data string to be added to the BSP
|
|
structure. \ref bsp_entities
|
|
\param entdatasize The number of bytes in the entity data string
|
|
|
|
\note Call only once!
|
|
*/
|
|
void BSP_AddEntities (bsp_t *bsp, const char *entdata, size_t entdatasize);
|
|
|
|
/** Add texture data to the BSP data.
|
|
|
|
\param bsp Pointer to the BSP structure to be modified.
|
|
\param texdata Pointer to the texture data to be added to the BSP
|
|
structure. \ref bsp_textures
|
|
\param texdatasize The number of bytes in the texture data
|
|
|
|
\note Call only once!
|
|
*/
|
|
void BSP_AddTextures (bsp_t *bsp, const byte *texdata, size_t texdatasize);
|
|
|
|
///@}
|
|
|
|
#endif//__QF_bspfile_h
|