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source: downloads/ogre/PlugIns/BSPSceneManager/include/OgreQuake3Level.h @ 17

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __Quake3Level_H__
30#define __Quake3Level_H__
31
32#include "OgreBspPrerequisites.h"
33#include "OgreQuake3Types.h"
34#include "OgreDataStream.h"
35
36
37namespace Ogre {
38
39    /** Support for loading and extracting data from a Quake3 level file.
40    This class implements the required methods for opening Quake3 level files
41    and extracting the pertinent data within. Ogre supports BSP based levels
42    through it's own BspLevel class, which is not specific to any file format,
43    so this class is here to source that data from the Quake3 format.</p>
44    Quake3 levels include far more than just data for rendering - typically the
45    <strong>leaves</strong> of the tree are used for rendering, and <strong>brushes,</strong>
46    are used to    define convex hulls made of planes for collision detection. There are also
47    <strong>entities</strong> which define non-visual elements like player start
48    points, triggers etc and <strong>models</strong> which are used for movable
49    scenery like doors and platforms. <strong>Shaders</strong> meanwhile are textures
50    with extra effects and 'content flags' indicating special properties like
51    water or lava.</p>
52    I will try to support as much of this as I can in Ogre, but I won't duplicate
53    the structure or necesarily use the same terminology. Quake3 is designed for a very specific
54    purpose and code structure, whereas Ogre is designed to be more flexible,
55    so for example I'm likely to separate game-related properties like surface flags
56    from the generics of materials in my implementation.</p>
57    This is a utility class only - a single call to loadFromChunk should be
58    enough. You should not expect the state of this object to be consistent
59    between calls, since it uses pointers to memory which may no longer
60    be valid after the original call. This is why it has no accessor methods
61    for reading it's internal state.
62    */
63    class Quake3Level
64    {
65    public:
66        Quake3Level();
67
68        /** Load just the header information from a Quake3 file.
69        @remarks
70            This method loads just the header information from the
71            Quake3 file, in order to estimate the loading time.
72        */
73        void loadHeaderFromStream(DataStreamPtr& inStream);
74
75        /** Reads Quake3 bsp data from a stream as read from the file.
76            Since ResourceManagers generally locate data in a variety of
77            places they typically manipulate them as a chunk of data, rather than
78            a file pointer since this is unsupported through compressed archives.</p>
79            Quake3 files are made up of a header (which contains version info and
80            a table of the contents) and 17 'lumps' i.e. sections of data,
81            the offsets to which are kept in the table of contents. The 17 types
82            are predefined (You can find them in OgreQuake3Types.h)
83
84            @param inStream Stream containing Quake3 data
85        */
86        void loadFromStream(DataStreamPtr& inStream);
87
88        /* Extracts the embedded lightmap texture data and loads them as textures.
89           Calling this method makes the lightmap texture data embedded in
90           the .bsp file available to the renderer. Lightmaps are extracted
91           and loaded as Texture objects (subclass specific to RenderSystem
92           subclass) and are named "@lightmap1", "@lightmap2" etc.
93        */
94        void extractLightmaps(void) const;
95
96        /** Utility function read the header and set up pointers. */
97        void initialise(bool headerOnly = false);
98        /** Utility function read the header and set up counters. */
99        void initialiseCounts(void);
100        /** Utility function read the header and set up pointers. */
101        void initialisePointers(void);
102
103        /** Utility function to return a pointer to a lump. */
104        void* getLump(int lumpType);
105        int getLumpSize(int lumpType);
106
107        /** Debug method. */
108        void dumpContents(void);
109
110        // Internal storage
111        // This is ALL temporary. Don't rely on it being static
112        MemoryDataStreamPtr mChunk;
113
114        // NB no brushes, fog or local lightvolumes yet
115        bsp_header_t* mHeader;
116        unsigned char* mLumpStart;
117
118        int* mElements; // vertex indexes for faces
119        int mNumElements;
120
121        void* mEntities;
122        int mNumEntities;
123
124        bsp_model_t* mModels;
125        int mNumModels;
126
127        bsp_node_t* mNodes;
128        int mNumNodes;
129
130        bsp_leaf_t* mLeaves;
131        int mNumLeaves;
132
133        int* mLeafFaces;     // Indexes to face groups by leaf
134        int mNumLeafFaces;
135
136        bsp_plane_t* mPlanes;
137        int mNumPlanes;
138
139        bsp_face_t* mFaces;      // Groups of faces
140        int mNumFaces;
141
142        bsp_vertex_t* mVertices;
143        int mNumVertices;
144
145        bsp_shader_t* mShaders;
146        int mNumShaders;
147
148        unsigned char* mLightmaps;
149        int mNumLightmaps;
150
151        bsp_vis_t* mVis;
152
153        bsp_brush_t* mBrushes;
154        int mNumBrushes;
155
156        bsp_brushside_t* mBrushSides;
157        int mNumBrushSides;
158
159        int* mLeafBrushes;      // Groups of indexes to brushes by leaf
160        int mNumLeafBrushes;
161
162
163
164    };
165}
166
167
168#endif
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