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| Quake3Level () |
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void | dumpContents (void) |
| Debug method.
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void | extractLightmaps (void) const |
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void * | getLump (int lumpType) |
| Utility function to return a pointer to a lump.
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int | getLumpSize (int lumpType) |
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void | initialise (bool headerOnly=false) |
| Utility function read the header and set up pointers.
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void | initialiseCounts (void) |
| Utility function read the header and set up counters.
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void | initialisePointers (void) |
| Utility function read the header and set up pointers.
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void | loadFromStream (DataStreamPtr &inStream) |
| Reads Quake3 bsp data from a stream as read from the file.
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void | loadHeaderFromStream (DataStreamPtr &inStream) |
| Load just the header information from a Quake3 file.
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info
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void * | operator new (size_t sz, void *ptr) |
| placement operator new
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info
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Support for loading and extracting data from a Quake3 level file.
This class implements the required methods for opening Quake3 level files and extracting the pertinent data within. Ogre supports BSP based levels through it's own BspLevel class, which is not specific to any file format, so this class is here to source that data from the Quake3 format. Quake3 levels include far more than just data for rendering - typically the leaves of the tree are used for rendering, and brushes, are used to define convex hulls made of planes for collision detection. There are also entities which define non-visual elements like player start points, triggers etc and models which are used for movable scenery like doors and platforms. Shaders meanwhile are textures with extra effects and 'content flags' indicating special properties like water or lava. I will try to support as much of this as I can in Ogre, but I won't duplicate the structure or necessarily use the same terminology. Quake3 is designed for a very specific purpose and code structure, whereas Ogre is designed to be more flexible, so for example I'm likely to separate game-related properties like surface flags from the generics of materials in my implementation. This is a utility class only - a single call to loadFromChunk should be enough. You should not expect the state of this object to be consistent between calls, since it uses pointers to memory which may no longer be valid after the original call. This is why it has no accessor methods for reading it's internal state.