OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Support for loading and extracting data from a Quake3 level file. More...
#include <OgreQuake3Level.h>
Public Member Functions | |
Quake3Level () | |
void | dumpContents (void) |
Debug method. | |
void | extractLightmaps (void) const |
void * | getLump (int lumpType) |
Utility function to return a pointer to a lump. | |
int | getLumpSize (int lumpType) |
void | initialise (bool headerOnly=false) |
Utility function read the header and set up pointers. | |
void | initialiseCounts (void) |
Utility function read the header and set up counters. | |
void | initialisePointers (void) |
Utility function read the header and set up pointers. | |
void | loadFromStream (const DataStreamPtr &inStream) |
Reads Quake3 bsp data from a stream as read from the file. | |
void | loadHeaderFromStream (DataStreamPtr &inStream) |
Load just the header information from a Quake3 file. | |
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.
Ogre::Quake3Level::Quake3Level | ( | ) |
void Ogre::Quake3Level::loadHeaderFromStream | ( | DataStreamPtr & | inStream | ) |
Load just the header information from a Quake3 file.
This method loads just the header information from the Quake3 file, in order to estimate the loading time.
void Ogre::Quake3Level::loadFromStream | ( | const DataStreamPtr & | inStream | ) |
Reads Quake3 bsp data from a stream as read from the file.
Since ResourceManagers generally locate data in a variety of places they typically manipulate them as a chunk of data, rather than a file pointer since this is unsupported through compressed archives. Quake3 files are made up of a header (which contains version info and a table of the contents) and 17 'lumps' i.e. sections of data, the offsets to which are kept in the table of contents. The 17 types are predefined (You can find them in OgreQuake3Types.h)
inStream | Stream containing Quake3 data |
Utility function read the header and set up pointers.
Utility function read the header and set up counters.
Utility function read the header and set up pointers.
MemoryDataStreamPtr Ogre::Quake3Level::mChunk |
bsp_header_t* Ogre::Quake3Level::mHeader |
int* Ogre::Quake3Level::mElements |
int Ogre::Quake3Level::mNumElements |
void* Ogre::Quake3Level::mEntities |
int Ogre::Quake3Level::mNumEntities |
bsp_model_t* Ogre::Quake3Level::mModels |
int Ogre::Quake3Level::mNumModels |
bsp_node_t* Ogre::Quake3Level::mNodes |
int Ogre::Quake3Level::mNumNodes |
bsp_leaf_t* Ogre::Quake3Level::mLeaves |
int Ogre::Quake3Level::mNumLeaves |
int* Ogre::Quake3Level::mLeafFaces |
int Ogre::Quake3Level::mNumLeafFaces |
bsp_plane_t* Ogre::Quake3Level::mPlanes |
int Ogre::Quake3Level::mNumPlanes |
bsp_face_t* Ogre::Quake3Level::mFaces |
int Ogre::Quake3Level::mNumFaces |
bsp_vertex_t* Ogre::Quake3Level::mVertices |
int Ogre::Quake3Level::mNumVertices |
bsp_shader_t* Ogre::Quake3Level::mShaders |
int Ogre::Quake3Level::mNumShaders |
int Ogre::Quake3Level::mNumLightmaps |
bsp_vis_t* Ogre::Quake3Level::mVis |
bsp_brush_t* Ogre::Quake3Level::mBrushes |
int Ogre::Quake3Level::mNumBrushes |
bsp_brushside_t* Ogre::Quake3Level::mBrushSides |
int Ogre::Quake3Level::mNumBrushSides |
int* Ogre::Quake3Level::mLeafBrushes |
int Ogre::Quake3Level::mNumLeafBrushes |