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# OgreQuake3Types.h

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    00001 // Quake 3 data definitions
    00002 // Copyright (C) 1999-2000 Id Software, Inc.
    00003 //
    00004 // This file must be identical in the quake and utils directories
    00005
    00006 // contents flags are seperate bits
    00007 // a given brush can contribute multiple content bits
    00008
    00009 // these definitions also need to be in q_shared.h!
    00010 #ifndef __Quake3Types_H__
    00011 #define __Quake3Types_H__
    00012
    00013
    00014 #define BSP_HEADER_ID   (*(int*)"IBSP")
    00015 #define BSP_HEADER_VER  (46)
    00016
    00017 #define BSP_ENTITIES_LUMP   (0)
    00018 #define BSP_SHADERS_LUMP    (1)
    00019 #define BSP_PLANES_LUMP     (2)
    00020 #define BSP_NODES_LUMP      (3)
    00021 #define BSP_LEAVES_LUMP     (4)
    00022 #define BSP_LFACES_LUMP     (5)
    00023 #define BSP_LBRUSHES_LUMP   (6)
    00024 #define BSP_MODELS_LUMP     (7)
    00025 #define BSP_BRUSH_LUMP      (8)
    00026 #define BSP_BRUSHSIDES_LUMP (9)
    00027 #define BSP_VERTICES_LUMP   (10)
    00028 #define BSP_ELEMENTS_LUMP   (11)
    00029 #define BSP_FOG_LUMP        (12)
    00030 #define BSP_FACES_LUMP      (13)
    00031 #define BSP_LIGHTMAPS_LUMP  (14)
    00032 #define BSP_LIGHTVOLS_LUMP  (15)
    00033 #define BSP_VISIBILITY_LUMP (16)
    00034
    00035 #define BSP_LIGHTMAP_BANKSIZE   (128*128*3)
    00036
    00037
    00038 #define    CONTENTS_SOLID            1        // an eye is never valid in a solid
    00039 #define    CONTENTS_LAVA            8
    00040 #define    CONTENTS_SLIME            16
    00041 #define    CONTENTS_WATER            32
    00042 #define    CONTENTS_FOG            64
    00043
    00044 #define    CONTENTS_AREAPORTAL        0x8000
    00045
    00046 #define    CONTENTS_PLAYERCLIP        0x10000
    00047 #define    CONTENTS_MONSTERCLIP    0x20000
    00048 //bot specific contents types
    00049 #define    CONTENTS_TELEPORTER        0x40000
    00050 #define    CONTENTS_JUMPPAD        0x80000
    00051 #define CONTENTS_CLUSTERPORTAL    0x100000
    00052 #define CONTENTS_DONOTENTER        0x200000
    00053
    00054 #define    CONTENTS_ORIGIN            0x1000000    // removed before bsping an entity
    00055
    00056 #define    CONTENTS_BODY            0x2000000    // should never be on a brush, only in game
    00057 #define    CONTENTS_CORPSE            0x4000000
    00058 #define    CONTENTS_DETAIL            0x8000000    // brushes not used for the bsp
    00059 #define    CONTENTS_STRUCTURAL        0x10000000    // brushes used for the bsp
    00060 #define    CONTENTS_TRANSLUCENT    0x20000000    // don't consume surface fragments inside
    00061 #define    CONTENTS_TRIGGER        0x40000000
    00062 #define    CONTENTS_NODROP            0x80000000    // don't leave bodies or items (death fog, lava)
    00063
    00064 #define    SURF_NODAMAGE            0x1        // never give falling damage
    00065 #define    SURF_SLICK                0x2        // effects game physics
    00066 #define    SURF_SKY                0x4        // lighting from environment map
    00067 #define    SURF_LADDER                0x8
    00068 #define    SURF_NOIMPACT            0x10    // don't make missile explosions
    00069 #define    SURF_NOMARKS            0x20    // don't leave missile marks
    00070 #define    SURF_FLESH                0x40    // make flesh sounds and effects
    00071 #define    SURF_NODRAW                0x80    // don't generate a drawsurface at all
    00072 #define    SURF_HINT                0x100    // make a primary bsp splitter
    00073 #define    SURF_SKIP                0x200    // completely ignore, allowing non-closed brushes
    00074 #define    SURF_NOLIGHTMAP            0x400    // surface doesn't need a lightmap
    00075 #define    SURF_POINTLIGHT            0x800    // generate lighting info at vertexes
    00076 #define    SURF_METALSTEPS            0x1000    // clanking footsteps
    00077 #define    SURF_NOSTEPS            0x2000    // no footstep sounds
    00078 #define    SURF_NONSOLID            0x4000    // don't collide against curves with this set
    00079 #define SURF_LIGHTFILTER        0x8000    // act as a light filter during q3map -light
    00080 #define    SURF_ALPHASHADOW        0x10000    // do per-pixel light shadow casting in q3map
    00081 #define    SURF_NODLIGHT            0x20000    // don't dlight even if solid (solid lava, skies)
    00082
    00083 /* Shader flags */
    00084 enum
    00085 {
    00086     SHADER_NOCULL        = 1 << 0,
    00087     SHADER_TRANSPARENT   = 1 << 1,
    00088     SHADER_DEPTHWRITE    = 1 << 2,
    00089     SHADER_SKY           = 1 << 3,
    00090     SHADER_NOMIPMAPS     = 1 << 4,
    00091     SHADER_NEEDCOLOURS   = 1 << 5,
    00092     SHADER_DEFORMVERTS   = 1 << 6
    00093 };
    00094
    00095 /* Shaderpass flags */
    00096 enum
    00097 {
    00098     SHADER_LIGHTMAP   = 1 << 0,
    00099     SHADER_BLEND      = 1 << 1,
    00100     SHADER_ALPHAFUNC  = 1 << 3,
    00101     SHADER_TCMOD      = 1 << 4,
    00102     SHADER_ANIMMAP    = 1 << 5,
    00103     SHADER_TCGEN_ENV  = 1 << 6
    00104 };
    00105
    00106 /* Transform functions */
    00107 enum WaveType
    00108 {
    00109     SHADER_FUNC_NONE            = 0,
    00110     SHADER_FUNC_SIN             = 1,
    00111     SHADER_FUNC_TRIANGLE        = 2,
    00112     SHADER_FUNC_SQUARE          = 3,
    00113     SHADER_FUNC_SAWTOOTH        = 4,
    00114     SHADER_FUNC_INVERSESAWTOOTH = 5
    00115 };
    00116
    00117 /* *Gen functions */
    00118 enum GenFunc
    00119 {
    00120     SHADER_GEN_IDENTITY = 0,
    00121     SHADER_GEN_WAVE     = 1,
    00122     SHADER_GEN_VERTEX   = 2
    00123 };
    00124
    00125 enum TexGen
    00126 {
    00127     TEXGEN_BASE = 0,        // Coord set 0
    00128     TEXGEN_LIGHTMAP = 1,    // Coord set 1
    00129     TEXGEN_ENVIRONMENT = 2  // Neither, generated
    00130 };
    00131
    00132 enum DeformFunc
    00133 {
    00134     DEFORM_FUNC_NONE = 0,
    00135     DEFORM_FUNC_BULGE = 1,
    00136     DEFORM_FUNC_WAVE = 2,
    00137     DEFORM_FUNC_NORMAL = 3,
    00138     DEFORM_FUNC_MOVE = 4,
    00139     DEFORM_FUNC_AUTOSPRITE = 5,
    00140     DEFORM_FUNC_AUTOSPRITE2 = 6
    00141
    00142 };
    00144 //
    00145 // bsp contents
    00146 //
    00147
    00148 struct bsp_plane_t {
    00149     float normal[3];
    00150     float dist;
    00151 };
    00152
    00153 struct bsp_model_t {
    00154     float bbox[6];
    00155     int face_start;
    00156     int face_count;
    00157     int brush_start;
    00158     int brush_count;
    00159 };
    00160
    00161 struct bsp_node_t {
    00162     int plane;          // dividing plane
    00163     //int children[2];    // left and right nodes,
    00164                         // negative are leaves
    00165     int front;
    00166     int back;
    00167     int bbox[6];
    00168 };
    00169
    00170 struct bsp_leaf_t {
    00171     int cluster;    // visibility cluster number
    00172     int area;
    00173     int bbox[6];
    00174     int face_start;
    00175     int face_count;
    00176     int brush_start;
    00177     int brush_count;
    00178 };
    00179
    00180 #define BSP_FACETYPE_NORMAL (1)
    00181 #define BSP_FACETYPE_PATCH  (2)
    00182 #define BSP_FACETYPE_MESH   (3)
    00183 #define BSP_FACETYPE_FLARE  (4)
    00184
    00185 struct bsp_face_t {
    00186     int shader;         // shader ref
    00187     int unknown;
    00188     int type;           // face type
    00189     int vert_start;
    00190     int vert_count;
    00191     int elem_start;
    00192     int elem_count;
    00193     int lm_texture;     // lightmap
    00194     int lm_offset[2];
    00195     int lm_size[2];
    00196     float org[3];       // facetype_normal only
    00197     float bbox[6];      // facetype_patch only
    00198     float normal[3];    // facetype_normal only
    00199     int mesh_cp[2];     // patch control point dims
    00200 };
    00201
    00202 struct bsp_shader_t {
    00203     char name[64];
    00204     int surface_flags;
    00205     int content_flags;
    00206 };
    00207
    00208 struct bsp_vertex_t {
    00209     float point[3];
    00210     float texture[2];
    00211     float lightmap[2];
    00212     float normal[3];
    00213     int color;
    00214 };
    00215
    00216 struct bsp_vis_t {
    00217     int cluster_count;
    00218     int row_size;
    00219     unsigned char data[1];
    00220 };
    00221
    00222 // OGRE additions
    00223 struct bsp_lump_entry_t {
    00224     int offset;
    00225     int size;
    00226 };
    00227 struct bsp_header_t {
    00228     char magic[4];
    00229     int version;
    00230     bsp_lump_entry_t lumps[17];
    00231 };
    00232
    00233 //
    00234 // Brushes sides in BSP tree
    00235 //
    00236 struct bsp_brushside_t {
    00237     int planenum;
    00238     int content;            // ¿?shader¿?
    00239 };
    00240
    00241
    00242 //
    00243 // Brushes in BSP tree
    00244 //
    00245 struct bsp_brush_t {
    00246     int firstside;
    00247     int numsides;
    00248     int shaderIndex;
    00249 };
    00250 #endif

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:40 2004