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// Copyright (C) Oscar Shrimpton 2019
// 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 <http://www.gnu.org/licenses/>.
use std::iter::Iterator;
#[derive(Debug, Clone, PartialEq)]
/// A texture from a BSP File.
pub struct Texture {
pub name: String,
pub surface: SurfaceFlags,
pub contents: ContentsFlags,
}
bitflags!(
/// Extracted from the Q3 arena engine code.
/// https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/surfaceflags.h
pub struct SurfaceFlags: u32 {
/// never give falling damage
const NO_DAMAGE = 0x1;
/// affects game physics
const SLICK = 0x2;
/// lighting from environment map
const SKY = 0x4;
/// don't make missile explosions
const NO_IMPACT = 0x10;
/// function as a ladder
const LADDER = 0x8;
/// don't leave missile marks
const NO_MARKS = 0x20;
/// make flesh sounds and effects
const FLESH = 0x40;
/// don't generate a drawsurface at all
const NODRAW = 0x80;
/// make a primary bsp splitter
const HINT = 0x01_00;
/// completely ignore, allowing non-closed brushes
const SKIP = 0x02_00;
/// surface doesn't need a lightmap
const NO_LIGHT_MAP = 0x04_00;
/// generate lighting info at vertexes
const POINT_LIGHT = 0x08_00;
/// clanking footsteps
const METAL_STEPS = 0x10_00;
/// no footstep sounds
const NO_STEPS = 0x20_00;
/// don't collide against curves with this set
const NON_SOLID = 0x40_00;
/// act as a light filter during q3map -light
const LIGHT_FILTER = 0x80_00;
/// do per-pixel light shadow casting in q3map
const ALPHA_SHADOW = 0x01_00_00;
/// don't dlight even if solid (solid lava, skies)
const NO_DLIGHT = 0x02_00_00;
/// leave a dust trail when walking on this surface
const DUST = 0x04_00_00;
}
);
bitflags!(
/// Extracted from the Q3 arena engine code. Less documented than `SurfaceFlags`.
/// https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/surfaceflags.h
pub struct ContentsFlags: u32 {
// an eye is never valid in a solid
const SOLID = 0x1;
const LAVA = 0x8;
const SLIME = 0x10;
const WATER = 0x20;
const FOG = 0x40;
const NOT_TEAM1 = 0x00_80;
const NOT_TEAM2 = 0x01_00;
const NOT_BOT_CLIP = 0x02_00;
const AREA_PORTAL = 0x80_00;
/// bot specific contents type
const PLAYER_CLIP = 0x01_00_00;
/// bot specific contents type
const MONSTER_CLIP = 0x02_00_00;
const TELEPORTER = 0x04_00_00;
const JUMP_PAD = 0x08_00_00;
const CLUSTER_PORTAL = 0x10_00_00;
const DO_NOT_ENTER = 0x20_00_00;
const BOT_CLIP = 0x40_00_00;
const MOVER = 0x80_00_00;
// removed before bsping an entity
const ORIGIN = 0x01_00_00_00;
// should never be on a brush, only in game
const BODY = 0x02_00_00_00;
/// brush not used for the bsp
const DETAIL = 0x08_00_00_00;
/// brush not used for the bsp
const CORPSE = 0x04_00_00_00;
/// brushes used for the bsp
const STRUCTURAL = 0x10_00_00_00;
/// don't consume surface fragments inside
const TRANSLUCENT = 0x20_00_00_00;
const TRIGGER = 0x40_00_00_00;
/// don't leave bodies or items (death fog, lava)
const NODROP = 0x80_00_00_00;
}
);
pub trait HasTextures {
type TexturesIter<'a>: Iterator<Item = &'a Texture>;
fn textures_iter<'a>(&'a self) -> Self::TexturesIter<'a>;
}
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