ericw-tools/include/common/bspxfile.hh

93 lines
2.5 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#pragma once
#include <array>
#include <cstdint>
#include <common/aabb.hh>
#include <memory>
/* ========================================================================= */
struct bspx_header_t
{
std::array<char, 4> id = {'B', 'S', 'P', 'X'}; //'BSPX'
uint32_t numlumps;
bspx_header_t() = default;
constexpr bspx_header_t(uint32_t numlumps) : numlumps(numlumps) { }
auto stream_data() { return std::tie(id, numlumps); }
};
struct bspx_lump_t
{
std::array<char, 24> lumpname{};
uint32_t fileofs;
uint32_t filelen;
auto stream_data() { return std::tie(lumpname, fileofs, filelen); }
};
// BRUSHLIST BSPX lump
struct bspxbrushes_permodel
{
int32_t ver;
int32_t modelnum;
int32_t numbrushes;
int32_t numfaces;
auto stream_data() { return std::tie(ver, modelnum, numbrushes, numfaces); }
};
struct bspxbrushes_perbrush
{
aabb3f bounds;
int16_t contents;
uint16_t numfaces;
auto stream_data() { return std::tie(bounds, contents, numfaces); }
};
using bspxbrushes_perface = qplane3f;
// FACENORMALS BSPX lump
// struct isn't actually used, but provides technical
// specs of the lump
struct bspxfacenormals_header
{
// num unique normals
uint32_t num_normals;
qvec3f *normals; // [num_normals]
// the vertex data is stored per face, because vertex data
// in the BSP is shared between faces; this won't allow for mixed
// smoothing groups to work properly since they can't share normals.
// if the BSP has 4 faces with 4 vertices each, then what follows is
// 4 * 4 * (3 uint32_t); normal/tangent/bitangent per vertex per face.
// for each bsp face:
// for each face vertex:
uint32_t normal;
uint32_t tangent;
uint32_t bitangent;
};
// BSPX data