source: OGRE/trunk/ogrenew/Docs/api/html/OgreQuake3Types_8h-source.html @ 657

Revision 657, 33.5 KB checked in by mattausch, 18 years ago (diff)

added ogre dependencies and patched ogre sources

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10<h1>OgreQuake3Types.h</h1><a href="OgreQuake3Types_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">// Quake 3 data definitions</span>
1100002 <span class="comment">// Copyright (C) 1999-2000 Id Software, Inc.</span>
1200003 <span class="comment">//</span>
1300004 <span class="comment">// This file must be identical in the quake and utils directories</span>
1400005
1500006 <span class="comment">// contents flags are seperate bits</span>
1600007 <span class="comment">// a given brush can contribute multiple content bits</span>
1700008
1800009 <span class="comment">// these definitions also need to be in q_shared.h!</span>
1900010 <span class="preprocessor">#ifndef __Quake3Types_H__</span>
2000011 <span class="preprocessor"></span><span class="preprocessor">#define __Quake3Types_H__</span>
2100012 <span class="preprocessor"></span>
2200013
23<a name="l00014"></a><a class="code" href="OgreQuake3Types_8h.html#a0">00014</a> <span class="preprocessor">#define BSP_HEADER_ID   (*(int*)"IBSP")</span>
24<a name="l00015"></a><a class="code" href="OgreQuake3Types_8h.html#a1">00015</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_HEADER_VER  (46)</span>
2500016 <span class="preprocessor"></span>
26<a name="l00017"></a><a class="code" href="OgreQuake3Types_8h.html#a2">00017</a> <span class="preprocessor">#define BSP_ENTITIES_LUMP   (0)</span>
27<a name="l00018"></a><a class="code" href="OgreQuake3Types_8h.html#a3">00018</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_SHADERS_LUMP    (1)</span>
28<a name="l00019"></a><a class="code" href="OgreQuake3Types_8h.html#a4">00019</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_PLANES_LUMP     (2)</span>
29<a name="l00020"></a><a class="code" href="OgreQuake3Types_8h.html#a5">00020</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_NODES_LUMP      (3)</span>
30<a name="l00021"></a><a class="code" href="OgreQuake3Types_8h.html#a6">00021</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_LEAVES_LUMP     (4)</span>
31<a name="l00022"></a><a class="code" href="OgreQuake3Types_8h.html#a7">00022</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_LFACES_LUMP     (5)</span>
32<a name="l00023"></a><a class="code" href="OgreQuake3Types_8h.html#a8">00023</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_LBRUSHES_LUMP   (6)</span>
33<a name="l00024"></a><a class="code" href="OgreQuake3Types_8h.html#a9">00024</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_MODELS_LUMP     (7)</span>
34<a name="l00025"></a><a class="code" href="OgreQuake3Types_8h.html#a10">00025</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_BRUSH_LUMP      (8)</span>
35<a name="l00026"></a><a class="code" href="OgreQuake3Types_8h.html#a11">00026</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_BRUSHSIDES_LUMP (9)</span>
36<a name="l00027"></a><a class="code" href="OgreQuake3Types_8h.html#a12">00027</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_VERTICES_LUMP   (10)</span>
37<a name="l00028"></a><a class="code" href="OgreQuake3Types_8h.html#a13">00028</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_ELEMENTS_LUMP   (11)</span>
38<a name="l00029"></a><a class="code" href="OgreQuake3Types_8h.html#a14">00029</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_FOG_LUMP        (12)</span>
39<a name="l00030"></a><a class="code" href="OgreQuake3Types_8h.html#a15">00030</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_FACES_LUMP      (13)</span>
40<a name="l00031"></a><a class="code" href="OgreQuake3Types_8h.html#a16">00031</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_LIGHTMAPS_LUMP  (14)</span>
41<a name="l00032"></a><a class="code" href="OgreQuake3Types_8h.html#a17">00032</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_LIGHTVOLS_LUMP  (15)</span>
42<a name="l00033"></a><a class="code" href="OgreQuake3Types_8h.html#a18">00033</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_VISIBILITY_LUMP (16)</span>
4300034 <span class="preprocessor"></span>
44<a name="l00035"></a><a class="code" href="OgreQuake3Types_8h.html#a19">00035</a> <span class="preprocessor">#define BSP_LIGHTMAP_BANKSIZE   (128*128*3)</span>
4500036 <span class="preprocessor"></span>
4600037
47<a name="l00038"></a><a class="code" href="OgreQuake3Types_8h.html#a20">00038</a> <span class="preprocessor">#define    CONTENTS_SOLID            1        // an eye is never valid in a solid</span>
48<a name="l00039"></a><a class="code" href="OgreQuake3Types_8h.html#a21">00039</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_LAVA            8</span>
49<a name="l00040"></a><a class="code" href="OgreQuake3Types_8h.html#a22">00040</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_SLIME            16</span>
50<a name="l00041"></a><a class="code" href="OgreQuake3Types_8h.html#a23">00041</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_WATER            32</span>
51<a name="l00042"></a><a class="code" href="OgreQuake3Types_8h.html#a24">00042</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_FOG            64</span>
5200043 <span class="preprocessor"></span>
53<a name="l00044"></a><a class="code" href="OgreQuake3Types_8h.html#a25">00044</a> <span class="preprocessor">#define    CONTENTS_AREAPORTAL        0x8000</span>
5400045 <span class="preprocessor"></span>
55<a name="l00046"></a><a class="code" href="OgreQuake3Types_8h.html#a26">00046</a> <span class="preprocessor">#define    CONTENTS_PLAYERCLIP        0x10000</span>
56<a name="l00047"></a><a class="code" href="OgreQuake3Types_8h.html#a27">00047</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_MONSTERCLIP    0x20000</span>
5700048 <span class="preprocessor"></span><span class="comment">//bot specific contents types</span>
58<a name="l00049"></a><a class="code" href="OgreQuake3Types_8h.html#a28">00049</a> <span class="preprocessor">#define    CONTENTS_TELEPORTER        0x40000</span>
59<a name="l00050"></a><a class="code" href="OgreQuake3Types_8h.html#a29">00050</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_JUMPPAD        0x80000</span>
60<a name="l00051"></a><a class="code" href="OgreQuake3Types_8h.html#a30">00051</a> <span class="preprocessor"></span><span class="preprocessor">#define CONTENTS_CLUSTERPORTAL    0x100000</span>
61<a name="l00052"></a><a class="code" href="OgreQuake3Types_8h.html#a31">00052</a> <span class="preprocessor"></span><span class="preprocessor">#define CONTENTS_DONOTENTER        0x200000</span>
6200053 <span class="preprocessor"></span>
63<a name="l00054"></a><a class="code" href="OgreQuake3Types_8h.html#a32">00054</a> <span class="preprocessor">#define    CONTENTS_ORIGIN            0x1000000    // removed before bsping an entity</span>
6400055 <span class="preprocessor"></span>
65<a name="l00056"></a><a class="code" href="OgreQuake3Types_8h.html#a33">00056</a> <span class="preprocessor">#define    CONTENTS_BODY            0x2000000    // should never be on a brush, only in game</span>
66<a name="l00057"></a><a class="code" href="OgreQuake3Types_8h.html#a34">00057</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_CORPSE            0x4000000</span>
67<a name="l00058"></a><a class="code" href="OgreQuake3Types_8h.html#a35">00058</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_DETAIL            0x8000000    // brushes not used for the bsp</span>
68<a name="l00059"></a><a class="code" href="OgreQuake3Types_8h.html#a36">00059</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_STRUCTURAL        0x10000000    // brushes used for the bsp</span>
69<a name="l00060"></a><a class="code" href="OgreQuake3Types_8h.html#a37">00060</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_TRANSLUCENT    0x20000000    // don't consume surface fragments inside</span>
70<a name="l00061"></a><a class="code" href="OgreQuake3Types_8h.html#a38">00061</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_TRIGGER        0x40000000</span>
71<a name="l00062"></a><a class="code" href="OgreQuake3Types_8h.html#a39">00062</a> <span class="preprocessor"></span><span class="preprocessor">#define    CONTENTS_NODROP            0x80000000    // don't leave bodies or items (death fog, lava)</span>
7200063 <span class="preprocessor"></span>
73<a name="l00064"></a><a class="code" href="OgreQuake3Types_8h.html#a40">00064</a> <span class="preprocessor">#define    SURF_NODAMAGE            0x1        // never give falling damage</span>
74<a name="l00065"></a><a class="code" href="OgreQuake3Types_8h.html#a41">00065</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_SLICK                0x2        // effects game physics</span>
75<a name="l00066"></a><a class="code" href="OgreQuake3Types_8h.html#a42">00066</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_SKY                0x4        // lighting from environment map</span>
76<a name="l00067"></a><a class="code" href="OgreQuake3Types_8h.html#a43">00067</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_LADDER                0x8</span>
77<a name="l00068"></a><a class="code" href="OgreQuake3Types_8h.html#a44">00068</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NOIMPACT            0x10    // don't make missile explosions</span>
78<a name="l00069"></a><a class="code" href="OgreQuake3Types_8h.html#a45">00069</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NOMARKS            0x20    // don't leave missile marks</span>
79<a name="l00070"></a><a class="code" href="OgreQuake3Types_8h.html#a46">00070</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_FLESH                0x40    // make flesh sounds and effects</span>
80<a name="l00071"></a><a class="code" href="OgreQuake3Types_8h.html#a47">00071</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NODRAW                0x80    // don't generate a drawsurface at all</span>
81<a name="l00072"></a><a class="code" href="OgreQuake3Types_8h.html#a48">00072</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_HINT                0x100    // make a primary bsp splitter</span>
82<a name="l00073"></a><a class="code" href="OgreQuake3Types_8h.html#a49">00073</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_SKIP                0x200    // completely ignore, allowing non-closed brushes</span>
83<a name="l00074"></a><a class="code" href="OgreQuake3Types_8h.html#a50">00074</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NOLIGHTMAP            0x400    // surface doesn't need a lightmap</span>
84<a name="l00075"></a><a class="code" href="OgreQuake3Types_8h.html#a51">00075</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_POINTLIGHT            0x800    // generate lighting info at vertexes</span>
85<a name="l00076"></a><a class="code" href="OgreQuake3Types_8h.html#a52">00076</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_METALSTEPS            0x1000    // clanking footsteps</span>
86<a name="l00077"></a><a class="code" href="OgreQuake3Types_8h.html#a53">00077</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NOSTEPS            0x2000    // no footstep sounds</span>
87<a name="l00078"></a><a class="code" href="OgreQuake3Types_8h.html#a54">00078</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NONSOLID            0x4000    // don't collide against curves with this set</span>
88<a name="l00079"></a><a class="code" href="OgreQuake3Types_8h.html#a55">00079</a> <span class="preprocessor"></span><span class="preprocessor">#define SURF_LIGHTFILTER        0x8000    // act as a light filter during q3map -light</span>
89<a name="l00080"></a><a class="code" href="OgreQuake3Types_8h.html#a56">00080</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_ALPHASHADOW        0x10000    // do per-pixel light shadow casting in q3map</span>
90<a name="l00081"></a><a class="code" href="OgreQuake3Types_8h.html#a57">00081</a> <span class="preprocessor"></span><span class="preprocessor">#define    SURF_NODLIGHT            0x20000    // don't dlight even if solid (solid lava, skies)</span>
9100082 <span class="preprocessor"></span>
9200083 <span class="comment">/* Shader flags */</span>
9300084 <span class="keyword">enum</span>
9400085 {
9500086     <a class="code" href="OgreQuake3Types_8h.html#a94a62">SHADER_NOCULL</a>        = 1 &lt;&lt; 0,
9600087     <a class="code" href="OgreQuake3Types_8h.html#a94a63">SHADER_TRANSPARENT</a>   = 1 &lt;&lt; 1,
9700088     <a class="code" href="OgreQuake3Types_8h.html#a94a64">SHADER_DEPTHWRITE</a>    = 1 &lt;&lt; 2,
9800089     <a class="code" href="OgreQuake3Types_8h.html#a94a65">SHADER_SKY</a>           = 1 &lt;&lt; 3,
9900090     <a class="code" href="OgreQuake3Types_8h.html#a94a66">SHADER_NOMIPMAPS</a>     = 1 &lt;&lt; 4,
10000091     <a class="code" href="OgreQuake3Types_8h.html#a94a67">SHADER_NEEDCOLOURS</a>   = 1 &lt;&lt; 5,
10100092     <a class="code" href="OgreQuake3Types_8h.html#a94a68">SHADER_DEFORMVERTS</a>   = 1 &lt;&lt; 6
10200093 };
10300094
10400095 <span class="comment">/* Shaderpass flags */</span>
10500096 <span class="keyword">enum</span>
10600097 {
10700098     <a class="code" href="OgreQuake3Types_8h.html#a95a69">SHADER_LIGHTMAP</a>   = 1 &lt;&lt; 0,
10800099     <a class="code" href="OgreQuake3Types_8h.html#a95a70">SHADER_BLEND</a>      = 1 &lt;&lt; 1,
10900100     <a class="code" href="OgreQuake3Types_8h.html#a95a71">SHADER_ALPHAFUNC</a>  = 1 &lt;&lt; 3,
11000101     <a class="code" href="OgreQuake3Types_8h.html#a95a72">SHADER_TCMOD</a>      = 1 &lt;&lt; 4,
11100102     <a class="code" href="OgreQuake3Types_8h.html#a95a73">SHADER_ANIMMAP</a>    = 1 &lt;&lt; 5,
11200103     <a class="code" href="OgreQuake3Types_8h.html#a95a74">SHADER_TCGEN_ENV</a>  = 1 &lt;&lt; 6
11300104 };
11400105
11500106 <span class="comment">/* Transform functions */</span>
116<a name="l00107"></a><a class="code" href="OgreQuake3Types_8h.html#a96">00107</a> <span class="keyword">enum</span> <a class="code" href="OgreQuake3Types_8h.html#a96">WaveType</a>
11700108 {
11800109     <a class="code" href="OgreQuake3Types_8h.html#a96a75">SHADER_FUNC_NONE</a>            = 0,
11900110     <a class="code" href="OgreQuake3Types_8h.html#a96a76">SHADER_FUNC_SIN</a>             = 1,
12000111     <a class="code" href="OgreQuake3Types_8h.html#a96a77">SHADER_FUNC_TRIANGLE</a>        = 2,
12100112     <a class="code" href="OgreQuake3Types_8h.html#a96a78">SHADER_FUNC_SQUARE</a>          = 3,
12200113     <a class="code" href="OgreQuake3Types_8h.html#a96a79">SHADER_FUNC_SAWTOOTH</a>        = 4,
12300114     <a class="code" href="OgreQuake3Types_8h.html#a96a80">SHADER_FUNC_INVERSESAWTOOTH</a> = 5
12400115 };
12500116
12600117 <span class="comment">/* *Gen functions */</span>
127<a name="l00118"></a><a class="code" href="OgreQuake3Types_8h.html#a97">00118</a> <span class="keyword">enum</span> <a class="code" href="OgreQuake3Types_8h.html#a97">GenFunc</a>
12800119 {
12900120     <a class="code" href="OgreQuake3Types_8h.html#a97a81">SHADER_GEN_IDENTITY</a> = 0,
13000121     <a class="code" href="OgreQuake3Types_8h.html#a97a82">SHADER_GEN_WAVE</a>     = 1,
13100122     <a class="code" href="OgreQuake3Types_8h.html#a97a83">SHADER_GEN_VERTEX</a>   = 2
13200123 };
13300124
134<a name="l00125"></a><a class="code" href="OgreQuake3Types_8h.html#a98">00125</a> <span class="keyword">enum</span> <a class="code" href="OgreQuake3Types_8h.html#a98">TexGen</a>
13500126 {
13600127     <a class="code" href="OgreQuake3Types_8h.html#a98a84">TEXGEN_BASE</a> = 0,        <span class="comment">// Coord set 0</span>
13700128     <a class="code" href="OgreQuake3Types_8h.html#a98a85">TEXGEN_LIGHTMAP</a> = 1,    <span class="comment">// Coord set 1</span>
13800129     <a class="code" href="OgreQuake3Types_8h.html#a98a86">TEXGEN_ENVIRONMENT</a> = 2  <span class="comment">// Neither, generated</span>
13900130 };
14000131
141<a name="l00132"></a><a class="code" href="OgreQuake3Types_8h.html#a99">00132</a> <span class="keyword">enum</span> <a class="code" href="OgreQuake3Types_8h.html#a99">DeformFunc</a>
14200133 {
14300134     <a class="code" href="OgreQuake3Types_8h.html#a99a87">DEFORM_FUNC_NONE</a> = 0,
14400135     <a class="code" href="OgreQuake3Types_8h.html#a99a88">DEFORM_FUNC_BULGE</a> = 1,
14500136     <a class="code" href="OgreQuake3Types_8h.html#a99a89">DEFORM_FUNC_WAVE</a> = 2,
14600137     <a class="code" href="OgreQuake3Types_8h.html#a99a90">DEFORM_FUNC_NORMAL</a> = 3,
14700138     <a class="code" href="OgreQuake3Types_8h.html#a99a91">DEFORM_FUNC_MOVE</a> = 4,
14800139     <a class="code" href="OgreQuake3Types_8h.html#a99a92">DEFORM_FUNC_AUTOSPRITE</a> = 5,
14900140     <a class="code" href="OgreQuake3Types_8h.html#a99a93">DEFORM_FUNC_AUTOSPRITE2</a> = 6
15000141
15100142 };
15200144 <span class="comment">//</span>
15300145 <span class="comment">// bsp contents</span>
15400146 <span class="comment">//</span>
15500147
156<a name="l00148"></a><a class="code" href="structbsp__plane__t.html">00148</a> <span class="keyword">struct </span><a class="code" href="structbsp__plane__t.html">bsp_plane_t</a> {
157<a name="l00149"></a><a class="code" href="structbsp__plane__t.html#bsp__plane__to0">00149</a>     <span class="keywordtype">float</span> normal[3];
158<a name="l00150"></a><a class="code" href="structbsp__plane__t.html#bsp__plane__to1">00150</a>     <span class="keywordtype">float</span> <a class="code" href="structbsp__plane__t.html#bsp__plane__to1">dist</a>;
15900151 };
16000152
161<a name="l00153"></a><a class="code" href="structbsp__model__t.html">00153</a> <span class="keyword">struct </span><a class="code" href="structbsp__model__t.html">bsp_model_t</a> {
162<a name="l00154"></a><a class="code" href="structbsp__model__t.html#bsp__model__to0">00154</a>     <span class="keywordtype">float</span> <a class="code" href="structbsp__model__t.html#bsp__model__to0">bbox</a>[6];
163<a name="l00155"></a><a class="code" href="structbsp__model__t.html#bsp__model__to1">00155</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__model__t.html#bsp__model__to1">face_start</a>;
164<a name="l00156"></a><a class="code" href="structbsp__model__t.html#bsp__model__to2">00156</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__model__t.html#bsp__model__to2">face_count</a>;
165<a name="l00157"></a><a class="code" href="structbsp__model__t.html#bsp__model__to3">00157</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__model__t.html#bsp__model__to3">brush_start</a>;
166<a name="l00158"></a><a class="code" href="structbsp__model__t.html#bsp__model__to4">00158</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__model__t.html#bsp__model__to4">brush_count</a>;
16700159 };
16800160
169<a name="l00161"></a><a class="code" href="structbsp__node__t.html">00161</a> <span class="keyword">struct </span><a class="code" href="structbsp__node__t.html">bsp_node_t</a> {
170<a name="l00162"></a><a class="code" href="structbsp__node__t.html#bsp__node__to0">00162</a>     <span class="keywordtype">int</span> plane;          <span class="comment">// dividing plane</span>
17100163     <span class="comment">//int children[2];    // left and right nodes,</span>
17200164                         <span class="comment">// negative are leaves</span>
173<a name="l00165"></a><a class="code" href="structbsp__node__t.html#bsp__node__to1">00165</a>     <span class="keywordtype">int</span> front;
174<a name="l00166"></a><a class="code" href="structbsp__node__t.html#bsp__node__to2">00166</a>     <span class="keywordtype">int</span> back;
175<a name="l00167"></a><a class="code" href="structbsp__node__t.html#bsp__node__to3">00167</a>     <span class="keywordtype">int</span> bbox[6];
17600168 };
17700169
178<a name="l00170"></a><a class="code" href="structbsp__leaf__t.html">00170</a> <span class="keyword">struct </span><a class="code" href="structbsp__leaf__t.html">bsp_leaf_t</a> {
179<a name="l00171"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to0">00171</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__leaf__t.html#bsp__leaf__to0">cluster</a>;    <span class="comment">// visibility cluster number</span>
180<a name="l00172"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to1">00172</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__leaf__t.html#bsp__leaf__to1">area</a>;
181<a name="l00173"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to2">00173</a>     <span class="keywordtype">int</span> bbox[6];
182<a name="l00174"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to3">00174</a>     <span class="keywordtype">int</span> face_start;
183<a name="l00175"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to4">00175</a>     <span class="keywordtype">int</span> face_count;
184<a name="l00176"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to5">00176</a>     <span class="keywordtype">int</span> brush_start;
185<a name="l00177"></a><a class="code" href="structbsp__leaf__t.html#bsp__leaf__to6">00177</a>     <span class="keywordtype">int</span> brush_count;
18600178 };
18700179
188<a name="l00180"></a><a class="code" href="OgreQuake3Types_8h.html#a58">00180</a> <span class="preprocessor">#define BSP_FACETYPE_NORMAL (1)</span>
189<a name="l00181"></a><a class="code" href="OgreQuake3Types_8h.html#a59">00181</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_FACETYPE_PATCH  (2)</span>
190<a name="l00182"></a><a class="code" href="OgreQuake3Types_8h.html#a60">00182</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_FACETYPE_MESH   (3)</span>
191<a name="l00183"></a><a class="code" href="OgreQuake3Types_8h.html#a61">00183</a> <span class="preprocessor"></span><span class="preprocessor">#define BSP_FACETYPE_FLARE  (4)</span>
19200184 <span class="preprocessor"></span>
193<a name="l00185"></a><a class="code" href="structbsp__face__t.html">00185</a> <span class="keyword">struct </span><a class="code" href="structbsp__face__t.html">bsp_face_t</a> {
194<a name="l00186"></a><a class="code" href="structbsp__face__t.html#bsp__face__to0">00186</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to0">shader</a>;         <span class="comment">// shader ref</span>
195<a name="l00187"></a><a class="code" href="structbsp__face__t.html#bsp__face__to1">00187</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to1">unknown</a>;
196<a name="l00188"></a><a class="code" href="structbsp__face__t.html#bsp__face__to2">00188</a>     <span class="keywordtype">int</span> type;           <span class="comment">// face type</span>
197<a name="l00189"></a><a class="code" href="structbsp__face__t.html#bsp__face__to3">00189</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to3">vert_start</a>;
198<a name="l00190"></a><a class="code" href="structbsp__face__t.html#bsp__face__to4">00190</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to4">vert_count</a>;
199<a name="l00191"></a><a class="code" href="structbsp__face__t.html#bsp__face__to5">00191</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to5">elem_start</a>;
200<a name="l00192"></a><a class="code" href="structbsp__face__t.html#bsp__face__to6">00192</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to6">elem_count</a>;
201<a name="l00193"></a><a class="code" href="structbsp__face__t.html#bsp__face__to7">00193</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to7">lm_texture</a>;     <span class="comment">// lightmap</span>
202<a name="l00194"></a><a class="code" href="structbsp__face__t.html#bsp__face__to8">00194</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to8">lm_offset</a>[2];
203<a name="l00195"></a><a class="code" href="structbsp__face__t.html#bsp__face__to9">00195</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to9">lm_size</a>[2];
204<a name="l00196"></a><a class="code" href="structbsp__face__t.html#bsp__face__to10">00196</a>     <span class="keywordtype">float</span> <a class="code" href="structbsp__face__t.html#bsp__face__to10">org</a>[3];       <span class="comment">// facetype_normal only</span>
205<a name="l00197"></a><a class="code" href="structbsp__face__t.html#bsp__face__to11">00197</a>     <span class="keywordtype">float</span> bbox[6];      <span class="comment">// facetype_patch only</span>
206<a name="l00198"></a><a class="code" href="structbsp__face__t.html#bsp__face__to12">00198</a>     <span class="keywordtype">float</span> normal[3];    <span class="comment">// facetype_normal only</span>
207<a name="l00199"></a><a class="code" href="structbsp__face__t.html#bsp__face__to13">00199</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__face__t.html#bsp__face__to13">mesh_cp</a>[2];     <span class="comment">// patch control point dims</span>
20800200 };
20900201
210<a name="l00202"></a><a class="code" href="structbsp__shader__t.html">00202</a> <span class="keyword">struct </span><a class="code" href="structbsp__shader__t.html">bsp_shader_t</a> {
211<a name="l00203"></a><a class="code" href="structbsp__shader__t.html#bsp__shader__to0">00203</a>     <span class="keywordtype">char</span> name[64];
212<a name="l00204"></a><a class="code" href="structbsp__shader__t.html#bsp__shader__to1">00204</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__shader__t.html#bsp__shader__to1">surface_flags</a>;
213<a name="l00205"></a><a class="code" href="structbsp__shader__t.html#bsp__shader__to2">00205</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__shader__t.html#bsp__shader__to2">content_flags</a>;
21400206 };
21500207
216<a name="l00208"></a><a class="code" href="structbsp__vertex__t.html">00208</a> <span class="keyword">struct </span><a class="code" href="structbsp__vertex__t.html">bsp_vertex_t</a> {
217<a name="l00209"></a><a class="code" href="structbsp__vertex__t.html#bsp__vertex__to0">00209</a>     <span class="keywordtype">float</span> <a class="code" href="structbsp__vertex__t.html#bsp__vertex__to0">point</a>[3];
218<a name="l00210"></a><a class="code" href="structbsp__vertex__t.html#bsp__vertex__to1">00210</a>     <span class="keywordtype">float</span> <a class="code" href="structbsp__vertex__t.html#bsp__vertex__to1">texture</a>[2];
219<a name="l00211"></a><a class="code" href="structbsp__vertex__t.html#bsp__vertex__to2">00211</a>     <span class="keywordtype">float</span> lightmap[2];
220<a name="l00212"></a><a class="code" href="structbsp__vertex__t.html#bsp__vertex__to3">00212</a>     <span class="keywordtype">float</span> normal[3];
221<a name="l00213"></a><a class="code" href="structbsp__vertex__t.html#bsp__vertex__to4">00213</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__vertex__t.html#bsp__vertex__to4">color</a>;
22200214 };
22300215
224<a name="l00216"></a><a class="code" href="structbsp__vis__t.html">00216</a> <span class="keyword">struct </span><a class="code" href="structbsp__vis__t.html">bsp_vis_t</a> {
225<a name="l00217"></a><a class="code" href="structbsp__vis__t.html#bsp__vis__to0">00217</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__vis__t.html#bsp__vis__to0">cluster_count</a>;
226<a name="l00218"></a><a class="code" href="structbsp__vis__t.html#bsp__vis__to1">00218</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__vis__t.html#bsp__vis__to1">row_size</a>;
227<a name="l00219"></a><a class="code" href="structbsp__vis__t.html#bsp__vis__to2">00219</a>     <span class="keywordtype">unsigned</span> <span class="keywordtype">char</span> data[1];
22800220 };
22900221
23000222 <span class="comment">// OGRE additions</span>
231<a name="l00223"></a><a class="code" href="structbsp__lump__entry__t.html">00223</a> <span class="keyword">struct </span><a class="code" href="structbsp__lump__entry__t.html">bsp_lump_entry_t</a> {
232<a name="l00224"></a><a class="code" href="structbsp__lump__entry__t.html#bsp__lump__entry__to0">00224</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__lump__entry__t.html#bsp__lump__entry__to0">offset</a>;
233<a name="l00225"></a><a class="code" href="structbsp__lump__entry__t.html#bsp__lump__entry__to1">00225</a>     <span class="keywordtype">int</span> size;
23400226 };
235<a name="l00227"></a><a class="code" href="structbsp__header__t.html">00227</a> <span class="keyword">struct </span><a class="code" href="structbsp__header__t.html">bsp_header_t</a> {
236<a name="l00228"></a><a class="code" href="structbsp__header__t.html#bsp__header__to0">00228</a>     <span class="keywordtype">char</span> <a class="code" href="structbsp__header__t.html#bsp__header__to0">magic</a>[4];
237<a name="l00229"></a><a class="code" href="structbsp__header__t.html#bsp__header__to1">00229</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__header__t.html#bsp__header__to1">version</a>;
238<a name="l00230"></a><a class="code" href="structbsp__header__t.html#bsp__header__to2">00230</a>     <a class="code" href="structbsp__lump__entry__t.html">bsp_lump_entry_t</a> <a class="code" href="structbsp__header__t.html#bsp__header__to2">lumps</a>[17];
23900231 };
24000232
24100233 <span class="comment">//</span>
24200234 <span class="comment">// Brushes sides in BSP tree</span>
24300235 <span class="comment">//</span>
244<a name="l00236"></a><a class="code" href="structbsp__brushside__t.html">00236</a> <span class="keyword">struct </span><a class="code" href="structbsp__brushside__t.html">bsp_brushside_t</a> {
245<a name="l00237"></a><a class="code" href="structbsp__brushside__t.html#bsp__brushside__to0">00237</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__brushside__t.html#bsp__brushside__to0">planenum</a>;
246<a name="l00238"></a><a class="code" href="structbsp__brushside__t.html#bsp__brushside__to1">00238</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__brushside__t.html#bsp__brushside__to1">content</a>;            <span class="comment">// ¿?shader¿?</span>
24700239 };
24800240
24900241
25000242 <span class="comment">//</span>
25100243 <span class="comment">// Brushes in BSP tree</span>
25200244 <span class="comment">//</span>
253<a name="l00245"></a><a class="code" href="structbsp__brush__t.html">00245</a> <span class="keyword">struct </span><a class="code" href="structbsp__brush__t.html">bsp_brush_t</a> {
254<a name="l00246"></a><a class="code" href="structbsp__brush__t.html#bsp__brush__to0">00246</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__brush__t.html#bsp__brush__to0">firstside</a>;
255<a name="l00247"></a><a class="code" href="structbsp__brush__t.html#bsp__brush__to1">00247</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__brush__t.html#bsp__brush__to1">numsides</a>;
256<a name="l00248"></a><a class="code" href="structbsp__brush__t.html#bsp__brush__to2">00248</a>     <span class="keywordtype">int</span> <a class="code" href="structbsp__brush__t.html#bsp__brush__to2">shaderIndex</a>;
25700249 };
25800250 <span class="preprocessor">#endif</span>
259</pre></div><hr>
260<p>
261Copyright &copy; 2000-2005 by The OGRE Team<br />
262<!--Creative Commons License--><a rel="license" href="http://creativecommons.org/licenses/by-sa/2.5/"><img alt="Creative Commons License" border="0" src="http://creativecommons.org/images/public/somerights20.png"/></a><br/>
263This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/2.5/">Creative Commons Attribution-ShareAlike 2.5 License</a>.<br/>
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270
271Last modified Sun Feb 12 12:59:50 2006
272</p>
273</body>
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