# Ogre::Quake3Level Class Reference

Support for loading and extracting data from a Quake3 level file. More...

`#include <OgreQuake3Level.h>`

List of all members.

## Public Member Functions

| Quake3Level ()
void | loadHeaderFromStream (DataStreamPtr &inStream)
| Load just the header information from a Quake3 file.
void | loadFromStream (DataStreamPtr &inStream)
| Reads Quake3 bsp data from a stream as read from the file.
void | extractLightmaps (void) const
void | initialise (bool headerOnly=false)
| Utility function read the header and set up pointers.
void | initialiseCounts (void)
| Utility function read the header and set up counters.
void | initialisePointers (void)
| Utility function read the header and set up pointers.
void * | getLump (int lumpType)
| Utility function to return a pointer to a lump.
int | getLumpSize (int lumpType)
void | dumpContents (void)
| Debug method.

## Public Attributes

MemoryDataStreamPtr | mChunk
bsp_header_t * | mHeader
unsigned char * | mLumpStart
int * | mElements
int | mNumElements
void * | mEntities
int | mNumEntities
bsp_model_t * | mModels
int | mNumModels
bsp_node_t * | mNodes
int | mNumNodes
bsp_leaf_t * | mLeaves
int | mNumLeaves
int * | mLeafFaces
int | mNumLeafFaces
bsp_plane_t * | mPlanes
int | mNumPlanes
bsp_face_t * | mFaces
int | mNumFaces
bsp_vertex_t * | mVertices
int | mNumVertices
bsp_shader_t * | mShaders
int | mNumShaders
unsigned char * | mLightmaps
int | mNumLightmaps
bsp_vis_t * | mVis
bsp_brush_t * | mBrushes
int | mNumBrushes
bsp_brushside_t * | mBrushSides
int | mNumBrushSides
int * | mLeafBrushes
int | mNumLeafBrushes

## Detailed Description

Support for loading and extracting data from a Quake3 level file.

This class implements the required methods for opening Quake3 level files and extracting the pertinent data within. Ogre supports BSP based levels through it's own BspLevel class, which is not specific to any file format, so this class is here to source that data from the Quake3 format. Quake3 levels include far more than just data for rendering - typically the leaves of the tree are used for rendering, and brushes, are used to define convex hulls made of planes for collision detection. There are also entities which define non-visual elements like player start points, triggers etc and models which are used for movable scenery like doors and platforms. Shaders meanwhile are textures with extra effects and 'content flags' indicating special properties like water or lava. I will try to support as much of this as I can in Ogre, but I won't duplicate the structure or necesarily use the same terminology. Quake3 is designed for a very specific purpose and code structure, whereas Ogre is designed to be more flexible, so for example I'm likely to separate game-related properties like surface flags from the generics of materials in my implementation. This is a utility class only - a single call to loadFromChunk should be enough. You should not expect the state of this object to be consistent between calls, since it uses pointers to memory which may no longer be valid after the original call. This is why it has no accessor methods for reading it's internal state.

Definition at line 59 of file OgreQuake3Level.h.

## Constructor & Destructor Documentation

Ogre::Quake3Level::Quake3Level | ( |  | ) |

## Member Function Documentation

void Ogre::Quake3Level::dumpContents | ( | void |  | ) |

| Debug method.

void Ogre::Quake3Level::extractLightmaps | ( | void |  | ) | const

void* Ogre::Quake3Level::getLump | ( | int | lumpType | ) |

| Utility function to return a pointer to a lump.

int Ogre::Quake3Level::getLumpSize | ( | int | lumpType | ) |

void Ogre::Quake3Level::initialise | ( | bool | headerOnly = false | ) |

| Utility function read the header and set up pointers.

void Ogre::Quake3Level::initialiseCounts | ( | void |  | ) |

| Utility function read the header and set up counters.

void Ogre::Quake3Level::initialisePointers | ( | void |  | ) |

| Utility function read the header and set up pointers.

void Ogre::Quake3Level::loadFromStream | ( | DataStreamPtr & | inStream | ) |

Reads Quake3 bsp data from a stream as read from the file.

Since ResourceManagers generally locate data in a variety of places they typically manipulate them as a chunk of data, rather than a file pointer since this is unsupported through compressed archives. Quake3 files are made up of a header (which contains version info and a table of the contents) and 17 'lumps' i.e. sections of data, the offsets to which are kept in the table of contents. The 17 types are predefined (You can find them in OgreQuake3Types.h)

Parameters:

  inStream | Stream containing Quake3 data

void Ogre::Quake3Level::loadHeaderFromStream | ( | DataStreamPtr & | inStream | ) |

Load just the header information from a Quake3 file.

Remarks:
  This method loads just the header information from the Quake3 file, in order to estimate the loading time.

## Member Data Documentation

bsp_brush_t* Ogre::Quake3Level::mBrushes

| Definition at line 149 of file OgreQuake3Level.h.

bsp_brushside_t* Ogre::Quake3Level::mBrushSides

| Definition at line 152 of file OgreQuake3Level.h.

MemoryDataStreamPtr Ogre::Quake3Level::mChunk

| Definition at line 108 of file OgreQuake3Level.h.

int* Ogre::Quake3Level::mElements

| Definition at line 114 of file OgreQuake3Level.h.

void* Ogre::Quake3Level::mEntities

| Definition at line 117 of file OgreQuake3Level.h.

bsp_face_t* Ogre::Quake3Level::mFaces

| Definition at line 135 of file OgreQuake3Level.h.

bsp_header_t* Ogre::Quake3Level::mHeader

| Definition at line 111 of file OgreQuake3Level.h.

int* Ogre::Quake3Level::mLeafBrushes

| Definition at line 155 of file OgreQuake3Level.h.

int* Ogre::Quake3Level::mLeafFaces

| Definition at line 129 of file OgreQuake3Level.h.

bsp_leaf_t* Ogre::Quake3Level::mLeaves

| Definition at line 126 of file OgreQuake3Level.h.

unsigned char* Ogre::Quake3Level::mLightmaps

| Definition at line 144 of file OgreQuake3Level.h.

unsigned char* Ogre::Quake3Level::mLumpStart

| Definition at line 112 of file OgreQuake3Level.h.

bsp_model_t* Ogre::Quake3Level::mModels

| Definition at line 120 of file OgreQuake3Level.h.

bsp_node_t* Ogre::Quake3Level::mNodes

| Definition at line 123 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumBrushes

| Definition at line 150 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumBrushSides

| Definition at line 153 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumElements

| Definition at line 115 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumEntities

| Definition at line 118 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumFaces

| Definition at line 136 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumLeafBrushes

| Definition at line 156 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumLeafFaces

| Definition at line 130 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumLeaves

| Definition at line 127 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumLightmaps

| Definition at line 145 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumModels

| Definition at line 121 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumNodes

| Definition at line 124 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumPlanes

| Definition at line 133 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumShaders

| Definition at line 142 of file OgreQuake3Level.h.

int Ogre::Quake3Level::mNumVertices

| Definition at line 139 of file OgreQuake3Level.h.

bsp_plane_t* Ogre::Quake3Level::mPlanes

| Definition at line 132 of file OgreQuake3Level.h.

bsp_shader_t* Ogre::Quake3Level::mShaders

| Definition at line 141 of file OgreQuake3Level.h.

bsp_vertex_t* Ogre::Quake3Level::mVertices

| Definition at line 138 of file OgreQuake3Level.h.

bsp_vis_t* Ogre::Quake3Level::mVis

| Definition at line 147 of file OgreQuake3Level.h.

The documentation for this class was generated from the following file:

- OgreQuake3Level.h

Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Feb 12 13:05:39 2006