/// <summary> /// Parses the BSP file /// </summary> public static void Parse(BinaryStreamReader src, int tesselationLevel, OnBspIncompatible onIncompatible) { bsp_header_t header = ReadHeader(src); // Check for appropriate format if (header.tag != "IBSP" || header.version != 46) { onIncompatible(header); return; } // info on different versions: https://github.com/zturtleman/bsp-sekai /*---- LUMP INDEX ---- * Index Lump Name Description * 0 Entities Game-related object descriptions. * 1 Textures Surface descriptions (shaders). * 2 Planes Planes used by map geometry. * 3 Nodes BSP tree nodes. * 4 Leafs BSP tree leaves. * 5 Leaffaces Lists of face indices, one list per leaf. * 6 Leafbrushes Lists of brush indices, one list per leaf. * 7 Models Descriptions of rigid world geometry in map. * 8 Brushes Convex polyhedra used to describe solid space. * 9 Brushsides Brush surfaces. * 10 Vertexes Vertices used to describe faces. * 11 Meshverts Lists of offsets, one list per mesh. * 12 Effects List of special map effects. * 13 Faces Surface geometry. * 14 Lightmaps Packed lightmap data. * 15 Lightvols Local illumination data. * 16 Visdata Cluster-cluster visibility data.*/ // Read map entities bsp_parser_ibsp_v46.ReadEntities(header.lumps[0], src); /* The entities lump stores game-related map information, * including information about the map name, weapons, health, armor, triggers, spawn points, * lights, and .md3 models to be placed in the map. * The lump contains only one record, a string that describes all of the entities */ bsp_tree tree = new bsp_tree(); List <shader_p> shaders; // Load visual map components tree.surfaces = shaders = bsp_parser_ibsp_v46.ReadShaders(header.lumps[1], src); List <lightmap_rect_t> lightmaps = bsp_parser_ibsp_v46.ReadLightmaps(header.lumps[14], src); List <Vertex> verts = bsp_parser_ibsp_v46.ReadVerts(header.lumps[10], src); List <int> meshVerts = bsp_parser_ibsp_v46.ReadMeshVerts(header.lumps[11], src); List <Face> faces = bsp_parser_ibsp_v46.ReadFaces(header.lumps[13], src); // COMPILE MAP BspCompiler.CompileMap(verts, faces, meshVerts, lightmaps, shaders, tesselationLevel); // postMessage2({ // "type": 'status', //"message": 'Geometry compiled, parsing collision tree...' // },null); // Load bsp components tree.planes = bsp_parser_ibsp_v46.ReadPlanes(header.lumps[2], src); tree.nodes = bsp_parser_ibsp_v46.ReadNodes(header.lumps[3], src); tree.leaves = bsp_parser_ibsp_v46.ReadLeaves(header.lumps[4], src); tree.leafFaces = bsp_parser_ibsp_v46.ReadLeafFaces(header.lumps[5], src); tree.leafBrushes = bsp_parser_ibsp_v46.ReadLeafBrushes(header.lumps[6], src); tree.brushes = bsp_parser_ibsp_v46.ReadBrushes(header.lumps[8], src); tree.brushSides = bsp_parser_ibsp_v46.ReadBrushSides(header.lumps[9], src); VisData visData = bsp_parser_ibsp_v46.ReadVisData(header.lumps[16], src); tree.visBuffer = visData.buffer; tree.visSize = visData.size; BspVisibilityChecking.visBuffer = visData.buffer; BspVisibilityChecking.visSize = visData.size; //tree.visData = visData; q3bsp.onMessage(new MessageParams() { type = "bsp", bsp = tree }); }
public q3bsptree(bsp_tree bsp_data) { this.bsp = bsp_data; }