/*
* 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,
}
}
}