/* * Copyright (C) Oscar Shrimpton 2020 * * 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 3 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, see . */ //! A complete BSP file // Trait implementations are stored in their own files. use bitvec::prelude::*; use std::marker::PhantomData; use self::header::Header; use crate::coords::*; use crate::types::Result; use super::*; use crate::traits::brushes::Brush; use crate::traits::effects::Effect; use crate::traits::entities::Entity; use crate::traits::faces::Face; use crate::traits::light_maps::LightMap; use crate::traits::light_vols::LightVol; use crate::traits::models::Model; use crate::traits::planes::Plane; use crate::traits::textures::Texture; use crate::traits::tree::BSPNode; use crate::traits::vertices::{MeshVert, Vertex}; /// A parsed Quake 3 BSP File. pub struct Q3BSPFile { pub(crate) visdata: Box<[BitBox]>, pub(crate) textures: Box<[Texture]>, pub(crate) entities: Box<[Entity]>, pub(crate) planes: Box<[Plane]>, pub(crate) vertices: Box<[Vertex]>, pub(crate) meshverts: Box<[MeshVert]>, pub(crate) light_maps: Box<[LightMap]>, pub(crate) light_vols: Box<[LightVol]>, pub(crate) brushes: Box<[Brush]>, pub(crate) effects: Box<[Effect]>, pub(crate) faces: Box<[Face]>, pub(crate) models: Box<[Model]>, pub(crate) tree_root: BSPNode, _phantom: PhantomData, } impl Q3BSPFile { /// Parse `data` as a quake 3 bsp file. pub fn parse_file(data: &[u8]) -> Result> { let header = Header::from(data)?; let entities = entities::from_data(header.get_lump(&data, 0))?; let textures = textures::from_data(header.get_lump(&data, 1))?; let planes = planes::from_data(header.get_lump(&data, 2))?; let vertices = vertices::verts_from_data(header.get_lump(&data, 10))?; let meshverts = vertices::meshverts_from_data(header.get_lump(&data, 11))?; let light_maps = light_maps::from_data(header.get_lump(&data, 14))?; let light_vols = light_vols::from_data(header.get_lump(&data, 15))?; let visdata = visdata::from_data(header.get_lump(&data, 16))?; let brushes = brushes::from_data( header.get_lump(&data, 8), header.get_lump(&data, 9), textures.len() as u32, planes.len() as u32, )?; let effects = effects::from_data(header.get_lump(&data, 12), brushes.len() as u32)?; let faces = faces::from_data( header.get_lump(&data, 13), textures.len() as u32, effects.len() as u32, vertices.len() as u32, meshverts.len() as u32, light_maps.len() as u32, )?; let tree_root = tree::from_data( header.get_lump(&data, 3), header.get_lump(&data, 4), header.get_lump(&data, 5), header.get_lump(&data, 6), faces.len() as u32, brushes.len() as u32, )?; let models = models::from_data( header.get_lump(&data, 7), faces.len() as u32, brushes.len() as u32, )?; Ok(Q3BSPFile { visdata, textures, entities, planes, vertices, meshverts, light_maps, light_vols, brushes, effects, faces, tree_root, models, _phantom: PhantomData, }) } } impl Q3BSPFile { pub fn swizzle_to(mut self) -> Q3BSPFile where Swizzler: SwizzleFromTo, { for vertex in self.vertices.iter_mut() { Swizzler::swizzle(&mut vertex.normal); Swizzler::swizzle(&mut vertex.position); } for model in self.models.iter_mut() { Swizzler::swizzle(&mut model.mins); Swizzler::swizzle(&mut model.maxs); } for face in self.faces.iter_mut() { Swizzler::swizzle(&mut face.normal); } for plane in self.planes.iter_mut() { Swizzler::swizzle(&mut plane.normal); } // TODO: Possibly don't need to move? Q3BSPFile { visdata: self.visdata, textures: self.textures, entities: self.entities, planes: self.planes, vertices: self.vertices, meshverts: self.meshverts, light_maps: self.light_maps, light_vols: self.light_vols, brushes: self.brushes, effects: self.effects, faces: self.faces, tree_root: self.tree_root, models: self.models, _phantom: PhantomData, } } }