Files
LibBSP/LibBSP/Source/Structs/BSP/Face.cs

347 lines
10 KiB
C#

#if UNITY_2_6 || UNITY_2_6_1 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_3_OR_NEWER
#define UNITY
#endif
using System;
using System.Collections.Generic;
#if UNITY
using UnityEngine;
#endif
namespace LibBSP {
#if !UNITY
using Vector2 = Vector2d;
#endif
/// <summary>
/// Holds all the data for a face in a BSP map.
/// </summary>
/// <remarks>
/// Faces is one of the more different lumps between versions. Some of these fields
/// are only used by one format. However, there are some commonalities which make
/// it worthwhile to unify these. All formats use a plane, a texture, vertices,
/// and lightmaps in some way.
/// </remarks>
public struct Face {
public int plane { get; private set; }
public int side { get; private set; }
[Index("edges")] public int firstEdge { get; private set; }
[Count("edges")] public int numEdges { get; private set; }
public int texture { get; private set; }
[Index("vertices")] public int firstVertex { get; private set; }
[Count("vertices")] public int numVertices { get; private set; }
public int material { get; private set; }
public int textureInfo { get; private set; }
public int displacement { get; private set; }
public int original { get; private set; }
public int flags { get; private set; }
[Index("indices")] public int firstIndex { get; private set; }
[Count("indices")] public int numIndices { get; private set; }
public int unknown { get; private set; }
public int lightStyles { get; private set; }
public int lightMaps { get; private set; }
public Vector2 patchSize { get; private set; }
/// <summary>
/// Creates a new <see cref="Face"/> object from a <c>byte</c> array.
/// </summary>
/// <param name="data"><c>byte</c> array to parse.</param>
/// <param name="type">The map type.</param>
/// <param name="version">The version of this lump.</param>
/// <exception cref="ArgumentNullException"><paramref name="data"/> was <c>null</c>.</exception>
/// <exception cref="ArgumentException">This structure is not implemented for the given maptype.</exception>
public Face(byte[] data, MapType type, int version = 0) : this() {
if (data == null) {
throw new ArgumentNullException();
}
plane = -1;
side = -1;
firstEdge = -1;
numEdges = -1;
texture = -1;
firstVertex = -1;
numVertices = -1;
material = -1;
textureInfo = -1;
displacement = -1;
original = -1;
flags = -1;
firstIndex = -1;
numIndices = -1;
unknown = -1;
lightStyles = -1;
lightMaps = -1;
patchSize = new Vector2(Single.NaN, Single.NaN);
switch (type) {
case MapType.CoD: {
texture = BitConverter.ToInt16(data, 0);
firstVertex = BitConverter.ToInt32(data, 4);
numVertices = BitConverter.ToInt16(data, 8);
numIndices = BitConverter.ToInt16(data, 10);
firstIndex = BitConverter.ToInt32(data, 12);
break;
}
case MapType.Quake:
case MapType.Quake2:
case MapType.Daikatana:
case MapType.SiN:
case MapType.SoF: {
plane = BitConverter.ToUInt16(data, 0);
side = BitConverter.ToUInt16(data, 2);
firstEdge = BitConverter.ToInt32(data, 4);
numEdges = BitConverter.ToUInt16(data, 8);
texture = BitConverter.ToUInt16(data, 10);
break;
}
case MapType.Quake3:
case MapType.Raven:
case MapType.STEF2:
case MapType.STEF2Demo:
case MapType.MOHAA:
case MapType.FAKK: {
texture = BitConverter.ToInt32(data, 0);
flags = BitConverter.ToInt32(data, 8);
firstVertex = BitConverter.ToInt32(data, 12);
numVertices = BitConverter.ToInt32(data, 16);
firstIndex = BitConverter.ToInt32(data, 20);
numIndices = BitConverter.ToInt32(data, 24);
patchSize = new Vector2(BitConverter.ToInt32(data, 96), BitConverter.ToInt32(data, 100));
break;
}
case MapType.Source17: {
plane = BitConverter.ToUInt16(data, 32);
side = (int)data[34];
firstEdge = BitConverter.ToInt32(data, 36);
numEdges = BitConverter.ToUInt16(data, 40);
textureInfo = BitConverter.ToUInt16(data, 42);
displacement = BitConverter.ToInt16(data, 44);
original = BitConverter.ToInt32(data, 96);
break;
}
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.L4D2:
case MapType.TacticalInterventionEncrypted:
case MapType.DMoMaM: {
plane = BitConverter.ToUInt16(data, 0);
side = (int)data[2];
firstEdge = BitConverter.ToInt32(data, 4);
numEdges = BitConverter.ToUInt16(data, 8);
textureInfo = BitConverter.ToUInt16(data, 10);
displacement = BitConverter.ToInt16(data, 12);
original = BitConverter.ToInt32(data, 44);
break;
}
case MapType.Vindictus: {
plane = BitConverter.ToInt32(data, 0);
side = (int)data[4];
firstEdge = BitConverter.ToInt32(data, 8);
numEdges = BitConverter.ToInt32(data, 12);
textureInfo = BitConverter.ToInt32(data, 16);
displacement = BitConverter.ToInt32(data, 20);
if (version == 2) {
original = BitConverter.ToInt32(data, 60);
} else {
original = BitConverter.ToInt32(data, 56);
}
break;
}
case MapType.Nightfire: {
plane = BitConverter.ToInt32(data, 0);
firstVertex = BitConverter.ToInt32(data, 4);
numVertices = BitConverter.ToInt32(data, 8);
firstIndex = BitConverter.ToInt32(data, 12);
numIndices = BitConverter.ToInt32(data, 16);
flags = BitConverter.ToInt32(data, 20);
texture = BitConverter.ToInt32(data, 24);
material = BitConverter.ToInt32(data, 28);
textureInfo = BitConverter.ToInt32(data, 32);
unknown = BitConverter.ToInt32(data, 36);
lightStyles = BitConverter.ToInt32(data, 40);
lightMaps = BitConverter.ToInt32(data, 44);
break;
}
default: {
throw new ArgumentException("Map type " + type + " isn't supported by the Face class.");
}
}
}
/// <summary>
/// Factory method to parse a <c>byte</c> array into a <c>List</c> of <see cref="Face"/> objects.
/// </summary>
/// <param name="data">The data to parse.</param>
/// <param name="type">The map type.</param>
/// <param name="version">The version of this lump.</param>
/// <returns>A <c>List</c> of <see cref="Face"/> objects.</returns>
/// <exception cref="ArgumentNullException"><paramref name="data"/> was <c>null</c>.</exception>
/// <exception cref="ArgumentException">This structure is not implemented for the given maptype.</exception>
public static List<Face> LumpFactory(byte[] data, MapType type, int version = 0) {
if (data == null) {
throw new ArgumentNullException();
}
int structLength = 0;
switch (type) {
case MapType.CoD: {
structLength = 16;
break;
}
case MapType.Quake:
case MapType.Quake2:
case MapType.Daikatana: {
structLength = 20;
break;
}
case MapType.SiN: {
structLength = 36;
break;
}
case MapType.SoF: {
structLength = 40;
break;
}
case MapType.Nightfire: {
structLength = 48;
break;
}
case MapType.Source17: {
structLength = 104;
break;
}
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.L4D2:
case MapType.TacticalInterventionEncrypted:
case MapType.DMoMaM: {
structLength = 56;
break;
}
case MapType.Vindictus: {
if (version == 2) {
structLength = 76;
} else {
structLength = 72;
}
break;
}
case MapType.Quake3: {
structLength = 104;
break;
}
case MapType.FAKK:
case MapType.MOHAA: {
structLength = 108;
break;
}
case MapType.STEF2:
case MapType.STEF2Demo: {
structLength = 132;
break;
}
case MapType.Raven: {
structLength = 148;
break;
}
default: {
throw new ArgumentException("Map type " + type + " isn't supported by the Face lump factory.");
}
}
List<Face> lump = new List<Face>(data.Length / structLength);
byte[] bytes = new byte[structLength];
for (int i = 0; i < data.Length / structLength; ++i) {
Array.Copy(data, (i * structLength), bytes, 0, structLength);
lump.Add(new Face(bytes, type, version));
}
return lump;
}
/// <summary>
/// Gets the index for this lump in the BSP file for a specific map format.
/// </summary>
/// <param name="type">The map type.</param>
/// <returns>Index for this lump, or -1 if the format doesn't have this lump.</returns>
public static int GetIndexForLump(MapType type) {
switch (type) {
case MapType.FAKK:
case MapType.MOHAA: {
return 3;
}
case MapType.STEF2:
case MapType.STEF2Demo: {
return 5;
}
case MapType.Quake2:
case MapType.SiN:
case MapType.Daikatana:
case MapType.SoF:
case MapType.CoD: {
return 6;
}
case MapType.Vindictus:
case MapType.TacticalInterventionEncrypted:
case MapType.Source17:
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.L4D2:
case MapType.DMoMaM:
case MapType.Quake: {
return 7;
}
case MapType.Nightfire: {
return 9;
}
case MapType.Raven:
case MapType.Quake3: {
return 13;
}
default: {
return -1;
}
}
}
/// <summary>
/// Gets the index for the original faces lump in the BSP file for a specific map format.
/// </summary>
/// <param name="type">The map type.</param>
/// <returns>Index for this lump, or -1 if the format doesn't have this lump.</returns>
public static int GetIndexForOriginalFacesLump(MapType type) {
switch (type) {
case MapType.Vindictus:
case MapType.TacticalInterventionEncrypted:
case MapType.Source17:
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.L4D2:
case MapType.DMoMaM: {
return 27;
}
default: {
return -1;
}
}
}
}
}